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NO. 19 



JUNE 1984 



HBMAGAZINE FOR .^^er^QyEUTER OWNE 




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BATTLE IN THE B-RING (page 35) 




k 




k. 




EXPERIENCE THE THRILL OF REALISTIC 
3-D HEAD-TO-HEAD AERIAL COMBAT! 



.h,Si^P 



MIG ALLEY ACE 





•^ 



MIG ALLEY ACE excites, stimulates, and challenges your fighter pilot I 

stincts. It is the first simulation that allows you to challenge a friend to or 

on one combat and SHOOT HIM DOWN! Battle another human pilot. < 

computer controlled enemies. Roll inverted, execute a Split S, Loo 

Immelmann, or any manuever you can, but don't let the enemy get 

i good shot at you! Outstanding action, superb 3-D graphics and dead 

I realism make MIG ALLEY ACE a must for all serious ATARI compute 

F users. Available in disk or cassette for $34.95 at most computer cei 

yA '®''s« o"" o»"der direct with MasterCard/Visa, C.O.D., or check. Plea; 

n\ add $2.50 for postage & handling. 

Look for MicroProse's other exciting real time simulators, NAT 
COMMANDER and SOLO FLIGHT. 



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EXPERIENCE THE 

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CHALLENGE! 



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(301)667-11! 

ATARI is the regisie 
trademark of ATARI. 



NO. 19 



JUNE 1984 



THE MAGAZINE FOR ATARI" COMPUTER OWNERS 




COMPUTING 



FEATURES 

Darkness at Noon 7 

Super Sine Edward Loniewski 30 

Battle in the B- Ring Lew Thomits 35 

Bulletin Board Systems 46 

A Look at Modems Charles Bachand 48 

Printer Interface Additions Charles Bachand 49 

Public Domain Terminal Software Tony Messina 51 

The Saturday Night Special Charles Bachand 54 

Touch-Tone® Dialer Tom Hudson 57 

Educational Computer Games Richard Herring 63 

Want to be a SYSOP? Noel & Kim Thomas 74 

Default Charles Bachand 81 

Siege Glen Raffel 84 

Solid States Revisited Tom Hudson 93 

PRODUCT REVIEWS 

Hayes 1200 Smartmodem (Hayes) .... Tony Messina 17 

Microram 64K Memory Board (MPP) .... Ray Berube 28 

TeleTari (Don't Ask) Tony Messina 60 

Chancellor of the Exchequer 

(Mach-lna) Bob Curtin 65 

Bruce Lee (Datasoft) Mike DesChenes 67 

MiG Alley Ace 

(MicroProse) Pat Kelley/Lee Pappas 78 

BASIC XL (O.S.S.) Robert L Riggs 80 

Dimension X (Synapse) Robert T Martin 88 

Star League Baseball (Gamestar) Bob Curtin 91 

COLUMNS 

Reader Comment 11 

New Products Lee Pappas 15 

Our Game Joel Gluck 19 

Boot Camp Tom Hudson 68 

Index to Advertisers 96 





ASAUDG COMPUTING (ISSN 0744-9917) M puMiahcd monthly lor »ZH per year by ANALOG Maaukw Corp.. M5 Main Stract, Chcrrv Valley, MA 0161 1. SccoiMj-claaa 



paid at Worccatar. MA and additional maililv oAkca. 







I 




^. 



.««#«*«*«*^ 



• TDMnA' 



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i 



AinVWIIIIEEE! 



legend of Bruce Lee lives on in the imagination and memory of millions of 
fans throughout the world. And now, through the awesome power of tlie 
computer, you too can relive the power of Bruce Lee. 

Bmce Lee"' combines state-of-the-art technology with the 
masterful moves of the martial arts. From devastatingly lethal 
kicks and staccato thmsts to the unrestrained fury of every reflex, 
the Bruce Lee game explodes with action. 
All the force and controlled discipline of Bmce Lee is at your 
command. You'll see it in his smooth and graceful leaps. You'll feel it in 
your heart as you prepare to do battle with his ominous adversaries. Take 
on the Green Yamo and Ninja in hand to hand combat as you fight your 
ray through 20 mysterious oriental settings. Unexpected dangers loom as 
make your way past exploding bushes and the fire wizard in your quest for 
the ultimate treasure. 

Bruce Lee. It not only lives up to the expectations of the best 
programmers and players around. It lets you live out the life of a legend. 
Even in your spare time. 

Available now for Atari and Commodore 64 Computers, coming 
soon for the Apple II series and IBM PC and PC/JR. 

Contact your local dealer or send check or money order with 
$3-00 postage and handling. Califomia residents add 6.5% sales 
tax to Datasoft. 

Suggested retail $34.95. 





Datasoft® is a registered trademark of [)alasofl. !nc® 
TM Designates a trademark of Unda l*e. 
© 1983 Bruce Lee, All rights reserved. 

Licensed by Ziv [nlemalional. Inc. 

1983 Datasoft Inc. 



&^ 






By 



tMUQdtr 



Data.soft, Inc. 19808 Nordhoff Place, Chatsworth, CA 91311 
CIRCLE #102 ON READER SERVICE CARD. 



TheBe 




Now, you can get... 

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New fun learning 
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Disk, plus hard- 
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Look for Stickybear 
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Games tor the family 



NEW stickybear Basketbounce Stickybear Bop 



If Iff 

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Atari® 
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Now Sticky- 
bear"' Bop. 
Stickybear Bas- 
ketbounce, and 
Stickybear Numbers 
are available for Atari* 
Computers with 48K 



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idi 



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Stickybear is a registered trademark of Optimum Re- 
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Inc. Atari* is a registered trademark of Atari Inc. 

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Optimum Resource, Inc. for 

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CIRCLE #103 ON READER SERVICE CARD. 



ANALOG STAFF 



Editors/Publishers 

MICHAEL DESCHENES 
LEE H. PAPPAS 



Why May/June? 



Managing Editor 

JON A. BELL 

Contributing Editors 

JOEL CLUCK 
BRADEN GRIFFIN, M.D. 
TONY MESSINA 

Art Director 

BOB DESI 



No, we're not going bi-monthly. We're 
just moving the cover date ahead one month 
— to give us longer newstand exposure. This 
does not affect the number of issues we pub- 
lish, nor does it alter the number of issues 
subscribers will receive. 



Contributing Artist 

LINDA RICE 



Technical Division 

CHARLES BACHAND 
TOM HUDSON 
KYLE PEACOCK 

Advertising Manager 

MICHAEL DESCHENES 

Distribution 

PATRICK J. KELLEY 

Typography 

HENDRICKX & 
LARRIVEE Co., Inc. 

Production/Distribution 

LORELL PRESS, INC. 

Contributors 

RAY BERUBE 
BOB CURTIN 
RICHARD HERRING 
EDWARD LONIESKI 
ROBERT T. MARTIN 
GLEN RAFFEL 
KIM THOMAS 
NOEL THOMAS 
LEW THOMITS 



ANALOG Magazine 
Corp. is in no way 
affiliated with Atari. 
Atari is a tradennark of 
Atari, Inc. 



ADVERTISING SALES 




ANALOG Computing 

Home Office 
Michael DesChenes 
National Advertising 
(617)892-9230 



Gerald F. Sweeney <Si Associ.ites 

P.O. Box 662 

New York, NY 10113 

(212)242-3540 



Address all advertisin); materials to: 

Michael DesChenes — Advertising Production 

ANALOG Computing 

565 Main Street, Cherry Valley, MA 01611 



ANALOG COMPUTING (ISSN 0744-9917) is published monthly for $28 per year 
by ANALOG Magazine Corp., 565 Main Street, Cherry Valley, MA 01611, Tel. (617) 
892-3488. Second-cla.ss postage paid at Worcester, MA and additional mailing offices. 
POSTMASTER: Send address changes to ANALOG COMPUTING, P. O. Box 615, 
Holmes, PA 19043. No portion of this magazine may be reproduced in any form 
without written permission of the publisher. Program listings should be provided in 
printed form. Articles should be furnished as typed copy in upper and lower case with 
double spacing. By submitting articles to ANALOG COMPUTING, authors 
acknowledge that such materials, upon acceptance for publication, become the exclu- 
sive property of ANALOG. If not accepted for publication, the articles and/or 
programs will remain the property of the author. If submissions are to be returned, 
please supply self-addressed, stamped envelope. U.S.A. Newstand distribution by 
Eastern News Distributors, Inc., Ill Eighth Ave., New York, NY 10011. 

Contents copyright ® 1984 ANALOG Magazine Corp. 



MORE DISK DRIVE FOR YOUR MONEY 

In fact, with the ASTRA 1620, you get two superb Disk Drives for the 
price of one. The ASTRA 1620 is Single or Double Density (software 
selectable) and completely compatible with ATARI DOS or OSA+ DOS. 
When used as Double Density, the ASTRA 1 620 has the same capacity 
as Four ATARI 810® Disk Drives. 





DOUBLE 

OR 
SINGLE 
DENSITY 

The ASTRA 1620 can be 
either single or double 
density, depending on the 
software selected. One 
drive can be configured for 
single density and the 
other drive for double den- 
sity, or any combination 
desired. The ASTRA 1620 
is compatible with virtually 
any software available for 
ATARI® Disk Drives. The 
ASTRA 1620 is smooth, 
quiet and fast. In Single 
Density mode, the ASTRA 
1620 stores 88K bytes of 
programs or files. In Dou- 
ble Density, the ASTRA 
1620 stores 176K bytes, 
simply twice as much. 



TWO DRIVES ... Yes, two superb disl< drives in the same size enclosure normally used for one drive. The ASTRA 1620 measures 7%" wide x 
11%" deep X 5%" liigh. 

Two drives will open a new dimension of computing for you. The program disl< can be in one drive and the data disk can be in the other. This will 
eliminate time consuming disk changes. Backing up disks and copying files will never be easier. Just follow the instructions on the screen and 
walk away. The job will be completed within minutes. We have simplified copying from single to double density. With two drives, it's just as easy 
as copying in one mode. No disk switching! 

Two double density drives give you the power that much larger and more expensive computers have without giving up any of the features avail- 
able on the ATARI® Home Computer. 

EASY TO USE ... The ASTRA 1620 comes complete with everything you need. Just plug it in, chain it up, and turn it on. 

The ASTRA 1620 comes with OSA-l- DOS (The best disk operating system available for the ATARI® computer!). The OSA+ DOS Is completely 

compatible with all existing ATARI DOS files. Because the OSA+ user manual is very complete and technical, we include our own simplified user 

manual. Between the two furnished manuals, you have the information necessary to perform any task required of your disk drive. 

The ASTRA 1620 also contains a data cord, power transformer, and operator manual. 



■N 



r 




flSTRn 
SVST6MS 



5230 Clark Avenue, Suite 19 
Lakewood, California 90712 



Phone 
(213) 804-1475 



CIRCLE #104 ON READER SERVICE CARD. 



ISSUE 19 



ANALOG COMPUTING 



PAGE 7 



Darkness 
at Noon 



Since the first issue 0/ AN ALOG Computing, we have maintained an ambivalent relationship with Atari. Thrilled 
with Atari's successes, dismayed by its failures, we continue to support Atari computers, but we refuse to pretend that Atari 
has no problems. ANALOG Computing has never been a "house organ" for Atari, and we see no conflict between 
reporting sometimes less-than-appealing news about the Atari world, while continuing to support the best home computers 
available for under $1,000. Atari's recent past has been bleak, but there are bright rays dawning on the horizon. The 
following article, composed by several people, is both an editorial and a cautionary tale of corporate mismanagement. 



Only one word adequately describes Atari's rise 
and fall: phenomenal. In 1983 the Atari sun plunged 
from high noon to a flickering twilight. Atari went 
from the fastest growing American company to the 
second biggest corporate loser. (Chrysler was the 
biggest.) With lightning speed Atari blitzed over ten 
million American homes, becoming the second most 
recognized brand name in the United States. 
Atari . . . the world became synonymous with inno- 
vation, adventure, excitement and success. 

And then suddenly, like a solar eclipse, the sky 
grew dark. In December of 1982 Atari shocked Wall 
Street and the world by announcing a projected loss 
for the fourth quarter of 1982. A day before the 
announcement. Atari chief executive Ray Kassar 
sold $250,000 worth of Warner stock. But it was 
only the beginning. Atari executives projected a 
quick turnaround by the first or second quarter of 
1983. It never happened. Although the company still 
managed to show a profit of 323 milUon in 1982, it 
has reported staggering losses of 536 million for the 
first three quarters of 1983! It is expected to show a 
loss for the forth quarter of 1983, and current esti- 
mates (by new CEO Jim Morgan) indicate that Atari 
is "not budgeting for profitability" for the first half 
of 1984. If there is one question that keeps coming to 
mind, the question is, "What went wrong?" 



In a very real sense, Atari has been blinded by its 
own brilliance. Becoming a 2-billion-dollar com- 
pany almost overnight. Atari did not have a chance 
to understand what was happening, and its manage- 
ment team, secure in success, did not attempt under- 
standing. Atari's success came about in spite of its 
management, not because of it. 

When the video games began to take off and the 
money started pouring in, some of Atari's program- 
mers approached Ray Kassar and wanted to discuss 
the possibility of receiving some royalties for their 
very successful efforts. They were told that they were 
no more important than "towel designers" (as re- 
ported in the Sanfose Mercury), and were dismissed 
with a shrug of the corporate shoulder. In an attempt 
to show management that it was wrong, some of the 
programmers left Atari and formed a little upstart 
company by the name of Activision. Within two 
years, Activision had captured nearly 30% of Atari's 
video game market, directly contributing to the 
1983 decline. 

A combination of upstart video companies fueled 
by ex-Atarians (Activision, Imagic, etc.) and the 
tumbling price of home computers contributed to 
the significant decrease in sales of Atari's video game 
division and put more pressure on the computer 
division to "bring home the silicon." By the end of 



PAGES 



ANALOG COMPUTING 



ISSUE 19 



1983, the Atari computer division saw their market 
share dwindle from 24% to 12%. A closer look at the 
division's activities may provide an understanding of 
how this debacle occurred. 

Bad moon rising. 
Buried among the news of Atari's fourth quarter 
loss and Mr. Kassar's stock transfer, rumors of a new 
computer persisted. Devout 800 users puzzled over 
the release of a new computer, when the ads prom- 
ised that the 800 would never be obsolete due to its 
modular ROM operating system. But in January it 
became official: Atari was going to release a new 
computer — the 1200XL. 



^^ Atari blitzed over 
ten million 
American homes, 
becoming the 
second most 
recognized brand 
name in 
the United States/' 



Advertised as having 64K RAM, the 1200 fea- 
tured a sleek new designer look, a redesigned key- 
board, and a retail price of $899. Atari advertising 
called it "the next logical step." Despite its attractive 
exterior and soft-touch keyboard, the computer was 
a disaster. Its major flaws were its pricing, new oper- 
ating system (OS) and "black box" design. At $899 
the 1200 was several hundred dollars more than the 
800. To justify the increased price, the computer 
needed to offer some significant improvements over 
the 800. Instead of improvements, the computer was 
in reality a step down, a classic example of less for 
more. The new OS was not completely compatible 
with software that had been written for the 400/800. 
Many of the best third-party programs would not 
run on the 1200. The result was that many people 
sold their 400 or 800 and "traded up" to the 1200 
only to find that some of their most valued software 
would not work! Even Atari's own Word Processor 
would not run on the 1200. 



While not as versatile as the Apple II, the vener- 
able 800 did have the ability to add extra RAM 
boards, 80-column cards, and other peripherals. The 
1200 had no expansion slots and, thus, was a much 
more limited machine than the 800. 

Word quickly spread that the 1200 was the com- 
puter industry's Edsel. Rumors of the discontinu- 
ance of the 400/800 series sent prospective Atari 
owners scurrying to the stores to purchase the "old" 
computers before they were gone forever. Ironically, 
Atari's introduction of the new 1200XL resulted in 
increased sales of its older models! 

Darkness at noon. 

By spring of 1983, Atari was in deep trouble. Its 
announced 45-million-dollar loss, the universal lack 
of acceptance of the 1200XL and declining video 
game sales painted a gloomy picture, indeed. The 
spring and summer of 1983 witnessed Atari's des- 
perate attempts to turn itself around, starting with 
massive employee layoffs. [Editor's note: as of this 
writing, 6oo former Atari employees have charged that 
they were wrongfully laid off when Atari moved its com- 
puter manufacturing facilities to Taiwan. They have 
filed a class action suit against Atari (hut not Warner 
Communications, Atari's owner) and are demanding 
back pay. ] Atari was trying to come to grips with the 
fact that the light of its earlier financial health was 
growing dim. 

In June, at the Consumer Electronic Show, Atari 
had regrouped its forces and announced its plan of 
attack. A new series of XL computers were 
announced, as well as a new group of hardware peri- 
pherals. All featured the designer look of the now 
discontinued 1200. Unlike the 1200, however, the 
new computers would have an expansion slot and 
were much more competitively priced. The line con- 
sisted of four new XL computers: the 600, 800, 1400 
and 1450. 

New hardware products were also announced. A 
new disk drive, modem, expansion box and several 
printers, all in their designer boxes, comprised what 
appeared to be positive signs that Atari was "older 
and wiser" and on the road to recovery. 

The trouble was that it was too little and too late. 
The new computers still used a 1200-style operating 
system that was incompatible with a significant 
amount of software. Although the pricing was better 
($299) for the 800XL, the XL computer line was 
really old wine in new wineskins. Nothing exciting or 
innovative from Atari stimulated the imagination of 
potential buyers. The new disk drive was an improve- 
ment, but was still $200 more than Commodore's, 
no faster than the old 810, and "featured" a non- 
standard "enhanced density" format. Incredible as it 
may be, the 1030 modem was Atari's third genera- 
tion of telecommunication packages and it still did 
not allow uploading or downloading to a disk drive. 
Although the 1025 printer was devoid of features 



ISSUE 19 



ANALOG COMPUTING 



PAGE 9 



(no underlining, superscript, subscript, graphics and 
very, very slow), it did not require the use of an 
additional interface. Priced at $250 instead of $550 
it would have provided consumers with a functional 
low-cost printer. Unfortunately, the printer was 
advertised as being "fast and versatile" and "ideal for 
word processing." 

There were some bright spots in the gathering 
gloom. The Atari Touch Tablet, the CP/M Module 
(cancelled, but now reportedly revived, along with 
the 1450, which should be out by Christmas) and the 
1027 Letter Quality Printer were products that were 
genuinely exciting and competitively priced, but they 
in themselves did not have the power to disperse the 
oncoming darkness. Soon after the June CES losses 
of over $300 million dollars were announced for the 
second quarter Ray Kassar's resignation was ac- 
cepted. James Morgan, a Phillip Morris Marketing 
whiz, was hired as the new CEO. From June on. Atari 
was in chaos. The huge losses, corporate instabiUty 
and the bloody Commodore/Texas Instruments 
price war all contributed to a company that had lost 
its direction and momentum. 

Razor blades or razors? 

Unable to hold back the approaching eclipse with 
its latest hardware offerings. Atari began to look to 
software for a way out. During mid-1983, Atarisoft 
was announced. The purpose of Atarisoft was to 
convert Atari software (games) to other computers, 
such as IBM, Apple and Commodore. 

The creation of Atarisoft set serious Atari watchers 
thinking. Rumors began to circulate that Atari's 
market share was so low that it needed to sell soft- 
ware for other computers in order to survive as a 
company. Others predicted that Atari would become 
a software-only company. Sideliners speculated that 
a software-only company could be the end of Atari, 
because computer software has never been Atari's 
strong point. 1983 saw little in the way of interesting 
software from Atari. The two best Atari releases. 
Atari Logo and AtariWriter, were jointly devel- 
oped by third-party developers (LCSI and Datasoft, 
respectively). Nonetheless the question was posed: 
could Atari survive its present crisis by switching 
from razors to razor blades? Unfortunately, the solu- 
tion to Atari's problems will not arise from dropping 
its hardware products, nor by having Pac-Man and 
Pole Position on the Apple and IBM. The problem 
cuts deeper than "razors or razor blades." 

Appliances and kings. 

Stephen Ross, Warner's CEO, is reported to have 
said that Atari's problem is one of marketing. But 
Atari had no trouble marketing its VCS 2600 sys- 
tem. It had no trouble making Pac-Man a household 
word. Atari's problem is management. A recent arti- 
cle in West magazine, reprinted in InfoWorld, chroni- 
cles the imperial dynasty of the Kassar years. It 



appears that all of Atari's top managers were kept 
quite busy playing courtly politics. In a corporate 
structure where one was never sure of one's status or 
future, gaining and keeping the emperor's favor took 
precedence over developing and delivering quality 
products. 

But Atari's managment methods, as bad as they 
may have been, cannot take all the blame. Atari's 
problem is that it never understood the computer. 
The computer is fundamentally different from any 
kind of product that preceded it. It is a multipurpose 
device that requires the successful integration of 
hardware, software, documentation, marketing and 
sales. Atari has not fully grasped this and perhaps, 
never will. Almost all of the top management were 
computer illiterates. They routinely made major 
software and hardware decisions about a product 
which they did not understand and could not use. To 
Atari, the home computer was a glorified typewriter 
or souped-up game machine. It was marketed like a 
washing machine or stereo. 



^Ironically, Atari's 
introduction of the 
new 1200XL 
resulted in 
increased sales of 
its older models!^' 



One of the first rules of successful sales is "Know 
Your Product." At Apple Computer, there is an 
Apple on every desk. You would be hard pressed to 
find a typewriter at Apple. If the corporate execs at 
Atari took a computer out of the box and tried to do 
something with it, they might realize that you need 
more than a glossy four-color brochure with stun- 
ning pictures of how to plug in the machine. The 
documentation of the XL series has been among the 
worst in the industry. Who else but Atari would start 
building BASIC into their computers (three years 
after everyone else) and then include absolutely no 
documentation whatsoever on how to use the lan- 
guage! Computer illiteracy. How else can one explain 
the marketing of a printer (the 1025) which was 
unable to perform any of the functions of the word 
processor that it was designed to be used with? 



PAGE 10 



ANALOG COMPUTING 



ISSUE 19 



Fortunately, there are some pockets of computer 
literacy in the company. Many middle management 
personnel use the computer for word processing and 
financial modeling, as well as recreational program- 
ming. Atari Customer Relations boasts of an 
extremely knowlegeable cadre of technical support 
people who work feverishly to clean up the messes 
that their computer illiterate management has made. 
They provide a toll-free help line as well as a wide 
variety of supplementary documentation. Without 
these internal pockets of knowledgeable users, I 
don't think that Atari could have made it this far. 

Electronics for people. 

Will the present eclipse be partial or full? Will 
Atari survive? In some form of a corporate entity; 
yes. As a major manufacturer of home computers? 
Some analysts believe that too much has been wrong 
at Atari for too long for a new fire to be rekindled in 
its home computer hearth. However, the April 1984 
issue of Computers & Electronics predicts that sales of 
home computers will hit $3.6 billion for 1984, with 
Atari capturing 20% of the market, second only to 
Commodore. CEO Jim Morgan has given a hint of 
what might lie ahead when he says that no company 
has given the consumer a real reason to buy a home 
computer. Morgan's view of Atari's future is that of a 



consumer electronics company that makes products 
people want. 

Morgan has indicated that he is interested in pro- 
ducing innovative semi-dedicated microprocessor 
products that enhance the quality of people's lives. 
These products are not necessarily keyboard driven 
or general purpose machines like the current genera- 
tion of home computers. Morgan seems to have the 
potential to restore decency and intelligence to 
Atari's management, and therein lies its hope for 
sunnier days. Atari seems to have lost the home 
computer battle but may still win the computer elec- 
tronics war. Time will tell if Atari can regain the 
brilliance, innovation, creativity and energy of former 
years. The current situation makes it almost certain 
that, if Atari does survive this dark night of its cor- 
porate soul, its slogan will be "Electronics for Peo- 
ple," not "Computers for People." D 



Readers who would like to respond to this editorial, 
write: 

Reader Comment 
P.O. Box 23 
Worcester, MA 01603 



Some program listings reproduced in A.N.A.L.O.G. may contain "strange" characters not shown on 
the ATARI keyboard. These are special characters which use the CTRL, ESC and "ATARI LOGO" 
(INVERSE) keys. Shown below is a list of these characters and the keystrokes used to get them. D 



« 





CTRL 


r 







CTRL. 


A 







CTRL 


B 







CTRL 


C 







CTRL 


D 







CTRL 


E 







CTRL 


F 







CTRL 


G 







CTRL 


H 







CTRL 


T 







CTRL 


J 







CTRL 


K 


I 





CTRL 


L 


■■ 





CTRL 


H 


^ 





CTRL 


N 


■ 





CTRL 





* 





CTRL 


P 


r 





CTRL 





— 





CTRL 


R 


+ 





CTRL 


5 


• 





CTRL 


T 


B 





CTRL 


U 


1 





CTRL 


V 


T 





CTRL 


u 


X 





CTRL 


X 


1 





CTRL 


V 



L 


— 


CTRL Z 






k 


— 


ESC ESC 






f 


— 


ESC CTRL 


UP-ARROH 


*■ 


— 


ESC CTRL 


DOHK 


l-ARROU 


♦ 


— 


ESC CTRL 


LEFT 


-ARROH 


■» 


— 


ESC CTRL 


RIGHT-ARROM 


« 


— 


CTRL . 






• 


— 


CTRL ; 






K 


— 


ESC SHIFT CLE(ftR 


i 


— 


ESC BACK 


5 




* 


— 


ESC TAB 






C 


— 


INVERSE 


CTRL 


M 


i: 


— 


INVERSE 


CTRL 


A 


1 


— 


INVERSE 


CTRL 


B 


'J 


— 


INVERSE 


CTRL 


C 


:i 


— 


INVERSE 


CTRL 





n 


— 


INVERSE 


CTRL 


E 


^ 


— 


INVERSE 


CTRL 


F 


w^ 


— 


INVERSE 


CTRL 


G 


r 


— 


INVERSE 


CTRL 


H 


r 


— 


INVERSE 


CTRL 


I 


1 


— 


INVERSE 


CTRL 


J 


h 


— 


INVERSE 


CTRL 


K 


J 


— 


INVERSE 


CTRL 


L 



■ INVERSE CTRL M 

■ INVERSE CTRL N 

I INVERSE CTRL 

B INVERSE CTRL P 

n INVERSE CTRL O 

: INVERSE CTRL R 

:; INVERSE CTRL S 

□ INVERSE CTRL T 

■ INVERSE CTRL U 

I INVERSE CTRL V 

~ INVERSE CTRL H 

:: — INVERSE CTRL K 

I INVERSE CTRL 

U INVERSE CTRL 

Q ESC DELETE 

Q ESC INSERT 

Q ESC CTRL TAB 

B — ESC SHIFT TAB fSET) 

■ INVERSE SPACE 

■ INVERSE _ 

D INVERSE CTRL . 

Q INVERSE CTRL ; 

II — INVERSE I 
□ ESC CTRL 2 

U ESC CTRL BACK S 

U ESC CTRL INSERT 



V 

Z 



tCLRJ 



ISSUE 19 



ANALOG COMPUTING 



PAGE 11 




I _V A 1 I 



n k 



■ IkTi I ITi I 
^i k i I l i 1 






Dollars and Cents 
in Atari BASIC 

Like most versions of BASIC, 
Atari BASIC does not print zero 
values. If you work with dollar 
values and the cent value is zero, 
BASIC does not print the decimal 
point and the zero cent value. For 
example, $25.00 will be printed 
$25, and this would look rather 
strange. 

The following one -line routine 
will overcome this problem for 
dollar amounts with up to three 
zero decimals. The result always 
shows two zero decimals. For ex- 
ample, if the program has com- 
puted the following values for 
the numeric variable X, the con- 
verted result in a string, V$, always 
shows two zero decimals. 

Example: 

M=25.ee0 

K=25.O0 

X=25.e 

K=25 

Resuh always V$ = $25,000 
Here is the one-line routine which 
solves this above problem: 

«S=5TllSCK+.886J :U=LEHCVS3 : 

gs=vsci,v-i> 

This routine also takes care of 
rounding in case of three decimals, 
i.e.: 

K=25.8ei — > US="25.8e" 
X=25.ee5 — > V$-"25.91" 
X=25.608 — > yS="25.ei" 

Sincerely, 
Fred Jansen 
"Winnipeg, Canada 

Dear ANALOG, 

I've been wondering for a long 
time if there is any way to "kill" 
the SYSTEM RESET key. I know 
that POKE 590,1 will disable the 
key, but it will also get rid of the 
program when pressed. I hope that 



you will tell me the answer to this 
as it is very important to me. Also, 
if you don't have a printer to make 
a copy of the program, can you 
still submit articles and programs 
to ANALOG? 

Thanks for your attention. 

Greg Taunt 

Springfield, MO 

1. There is no way to disable the 
SYSTEM RESET key, unless you 
physically disconnect the keyswitch. 

2. We prefer that submitted arti- 
cles include printed program listings, 
but if this is not possible, we will 
accept submissions with programs on 
cassette or disk only. 

—TH 



1 recently wrote to the attention 
of Bert Williams and Tom Hamel 
about some trouble I was having 
with their disk cataloging utility in 
issue 11. I am using a 48K 800 
with a Percom double density 
drive and OS/A+ or ATARI DOS 
2.0. The program as I typed it 
CHECKed perfectly, but when 
RUN would apparently hit an 
ERROR when it tried to read a 
disk directory. Now remember, I 
just purchased the disk drive and 
am trying to learn how to use the 
DOS's. 

Well, to make a long story fairly 
short, after I sent off that letter, I 
read up as much as I could on 
drives and operating systems. 
Then, after another attempt at 
debugging, I realized that the pro- 
blem was two-fold: 

1 ) The routine to read the 
directory, being booted in 
double density, would see gar- 
bled material when it tried to 
read it from an ATARI DOS 
single density disk. 



2) The part that formatted 
the DATA lines from the 
directory was set up for the 
display of an ATARI DOS 
disk directory and printed 
meaningless information to 
the DATA lines when reading 
the different display format 
of the OS/A+ directory. 
The remedy was simple, now 
that the discrepancy was obvious. 
All I had to do to use the catalog 
utility on an ATARI DOS format- 
ted disk was to boot the program 
in that format. Then all I had to do 
for the OS/A+ was to rewrite the 
lines printing the DATA lines for 
FILENAME.LST 

These changes are outlined here: 

The DIM statements in Line 70 

must be changed to handle the 

wider directory display of OS/A+: 

78 DIM FILE5{Q3+034J ,CSC03 
+a34),FASCQ3+Q34} 

Change the "end of directory" 
search in Line 420 to: 

428 INPUT t*01,FAS:IF Fft$ tQ 
7,018J="FREE" THEM ? C;"," 
;FflSCQ3,Q343;",8":G0T0 Q43 
»Qie+Q38 

The FOR-NEXT loop in Line 
425 must be changed to: 

425 ? c;",";:FeR I=Q3 le Q 
34: IF FASa,I)=" " THEM ? 
FftSCI,IJ; :MEKT I 

Then delete Lines 430 and 435, 
and change 440 to read: 



448 ? 



■;Ffl$CQl+Q34,373; 



And that's all there is to it! It's 
amazing what you can learn if you 
try! So now I have two catalog 
disks — one for those formatted in 
double density and one single 
density. 

See you later, 
Patrick Stewart 
Reno, NV 



PAGE 12 



ANALOG COMPUTING 



ISSUE 19 




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Dear Sirs, 

This is the first time that I had 
seen your magazine locally and 
bought it (#17). I am wondering 
why, in your "DISK MISER" 
article, did you use two types of 
BASIC? Listing 1 is in regular 
Atari BASIC, and Listing 2 is in 
Microsoft BASIC. For people who 
only have Atari BASIC, like myself, 
it makes it a little hard to use your 
programs. Thanks. 

Sincerely, 

V.L. Burton 

Great Falls, MT 

"Disk Miser" runs fine in Atari 
BASIC. Listing 2 of the article is 
not Microsoft BASIC, hut the assem- 
bly language source code for the 
DATA in lines 600-610 0/ Listing 
1. You don't need to type Listing 2 
to use the program; it's provided so 
that advanced programmers can see 
how the program operates. 

— TH 



Dear ANALOG, 

I have become reasonably flu- 
ent in Atari BASIC, jazzing it up 
with machine language as I am 
able to, and compiling it with 
ABC (compiler). I'm pleased with 
this approach, but I can see that 
machine language programmers are 
able to do things that can never be 
done directly through BASIC. So 
I took on the formidable task of 
learning 6502 machine language. 
Then, as your magazine has hinted 
at in past issues and I have heard 
from other sources. Atari comes 



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out with a new advanced compu- 
ter with, let's say, a 32 -bit proces- 
sor. My question to you is: how 
useful would knowledge of the 
6502 be in those circumstances? 

Sincerely, 

Walt Huber 

Atwater, CA 

An important thing to remember 
about programming is that effort 
spent learning another language is 
NEVER wasted. Most ANALOG 
programmers knew 8080 assembly 
language, and when the Atari com- 
puters showed up, we picked up 6502 
assembly relatively quickly. 

In the event that Atari moves up to 
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— TH 



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ATARI IS A REGISTERED TRADEMARK OF ATARI. INC. 



CIRCLE #111 ON READER SERVICE CARD. 



ISSUE 19 



ANALOG COMPUTING 



PAGE 15 




by Lee Pappas 



As we enter spring, we find many new and varied 
software and hardware products hitting dealer 
shelves. Dimension X, the long-awaited game from 
SYNAPSE, is similar to several Battlezone-type 
programs on the market (including SYNAPSE's own 
Encounter). Although Dimension X's graphics 
are somewhat flashier than those of Encounter, the 
gameplay isn't very innovative and probably won't 
hold your interest too long. The only outstanding 
feature of the game is the scroU-in-any-direction 
moire pattern landscape. When you're not flying 
over the ground zapping Rigillians, you're flying 
through tunnels connecting more enemy sectors. 
Navigating these tunnels consists of centering a cur- 
sor between two moving vertical planes and avoiding 
horizontal "gate" lines. This part of the game, unfor- 
tunately, doesn't live up to the promise of the lands- 
cape graphics. (For a further review of Dimension 
X, see page 88.) 

Fortunately, SYNAPSE rebounds with Relax, the 
most innovative and controversial piece of Atari 
software to be released so far this year. Comprised of 
both hardware and software. Relax uses bio-sensory 
techniques, allowing you to monitor your own stress 
levels. I had a chance to experience Relax first-hand, 
and found it quite fascinating and not at all "gim- 




micky." A headband containing sensors registers the 
wearer's muscle tension. With the aid of several 
programs included in the Relax package, you may 
display an analytical scrolling graph, a colorful 
kaleidoscope display, or a game where you must 
control the path of a balloon floating over obstacles. 
A workbook and audio cassette are also included. 




Relax. 



Space Cowboy. 

Space Cowboy is a new game from AVALON 
HILL. As the title character, you must escape from 
imprisonment on the feudal planet Dungeon and 
make your way back to your spaceship. You must 
traverse a three-quarter view 3-D landscape, not 
unlike BRAM's Zombies or the landscape in Zaxxon. 
Your escape is made difficult by oil slicks, pitfalls 
and robot lasers. 

From DATASOFT comes Bruce Lee, based on 
;he film exploits of the late martial arts expert. As 
Bruce Lee, you must penetrate up to 20 secret 
chambers of the menacing fortress of the Evil 
Wizard, capturing treasure along the way. In your 
journey through the fortress, you must fight the 
forces of the deadly Ninja, the massive Sumo 
wrestler Yamo and the magic of the Evil Wizard. 
Suggested retail price for the game is $34.95. 
DATASOFT is also releasing The Dallas Quest, 
based on the hit nighttime soap opera; Nibbler, a 
translation of Rock-Ola's arcade game; the educa- 
tional program Heathcliff , based on the syndicated 



PAGE 16 



ANALOG COMPUTING 



ISSUE 19 



cartoon character; Letter Wizard, a follow-up to 
DATASOFT's earlier word processing programs; 
the survival games Genesis and Lost Tomb, the 

latter based on STERN ELECTRONIC's arcade 
game. 

MICROBITS has released a 64K memory module 
for the 600XL computer (see review on page 28.) 
They also have MicroFiler, a file management pro- 
gram for $49.95 that has user-adjusted screens and 
cassette/disk storage capability. RKS INDUSTRIES' 
new filter protects your modem and equipment 
against surges over communication lines. And 
ADVANCED INTERFACE DEVICES has a serial 
bus modem adapter for the 400/800, 600XL/800XL 
lines. This unit permits most modems and RS-232 
devices to be used on the Atari without the 850 
interface module. The cost is $49.95. 




Advanced Interface Devices' adapter. 




RKS Industries' filter. 

FIDELITY INVESTMENTS of Boston has 
announced a computer-based home brokerage trad- 
ing service. This allows customers, on a 24-hour 
basis, to enter buy and sell orders on posted and 
OTC stocks and options. Investors can also receive 
quotes, updates, and review their tax records. FI can 
be reached at (617) 292-7040. 



ADVANCED FINANCIAL PLANNING offers 
an Atari compatible program, Life Insurance 
Planning, capable of calculating inflation rates, the 
user's total estate needs (including future expenses), 
and other factors (Social Security, outside sources, 
etc.), after all data has been input into the computer. 
The program requires 32K and costs $29.95. When 
purchased with the company's Retirement Plan- 
ning programs, the total cost drops to $49.95. 

Stomper and C'est La Vie are two new products 
ADVENTURE INTERNATIONAL touts as inno- 
vative arcade games. In the latter, you play a character 
who picks up money off the streets, attempting to 
build a fortune. His pursuers include loan sharks, tax 
collectors, and criminals. Players may invest the 
money in banks and the stock market (the next best 
thing to the Massachusetts Megabucks jackpot). 
Stompers pits you against pests at a picnic-outing. 

Al is also releasing #13 in their adventure series. 
Sorcerer of Claymorgue Castle. Aimed at the 
experienced adventurer, the scenario is that of a 
medieval magic theme. XLENT SOFTWARE now 
has Mode Mixer, a display list altering programs, 
and Battle Stations, a war game. 

COLLECTOR'S DATA SERVICE provides a 
huge gallery for those interested in nearly any topic: 
stamps, cars, yachts and travel represent only a small 
fraction of what this system could support for the 
serious collector. Hundreds of local phone numbers 
put you in touch without toll calls. For more infor- 
mation call (206) 281-7273. 

Two programs from HOME COMPUTER SOFT- 
WARE are Plaqueman and Kids Say the Darn- 
dest Things ... to Computers. The latter, based on 
Art Linkletter's "KIDS SAY" books, centers around 
creating and telling stories. D 



■ WE HAD A TOUGH DECISION . . 

1 WAS our EZ 10 use, all computer 4-D sketchpad 
' a aame a toy, an adventure or just another 
orinWx whatsis. And what name would stinnu- 
?ate theTrnagination and desire of those who 
would appreaate and enjoy such a remarkable 
tool. .. 

AFTER days of divebombing buildings ships 
and tanks of our own design .... lifting off 
^rbitinganddescendinguponwholeptenetso, 

™ir nwn desian . . and swooping past ano 
atout cars pPanes and starstiips of . you 
gS^ssed it . ^ . . our own design, we had our 
answers: 

S.T.A.R.P.A.D. 

fSpace Time Adventure Recorder with 
Perspective in All Dimensions) 
nwiY STARPA.D. lets you actually see 
°';'h™ugVthe eyes of vo- computer to s,mu^ 
laneouslv draw on all 3 XY^ pianeb. iiu 
'separate coordinate calculations required - 
the computer does it all! Then S.T A.r^p.a_lj^ 
2,3 vou study, analyse and delight amidst 3-D 
or7-D images of your design from any s a^ 
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DISK & MANUAL: Only 34.95 for Atari or Com- 
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CIRCLE #128 ON READER SERVICE CARD. 



ISSUE 19 



ANALOG COMPUTING 



PAGE 17 



HAYES SMARTMODEM 1200 

HAYES MICROCOMPUTER PRODUCTS 

5923 Peachtree Industrial Blvd. 

Norcross, GA 30092 

$699.00 



by Tony Messina 

I have received many calls and letters over the past 
several months inquiring into my whereabouts (or 
lack thereof) in the pages of ANALOG Comput- 
ing. You see, friends, I have been heavily involved 
with substances, materials and other items which 
have reduced my brain to what looks like a blob of 
smouldering jello. No, it's not what you think. Actu- 
ally, I have been locked away in a lab for the past six 
months, tasked with interfacing a variety of com- 
puters via a telecommunications link. I have been 
successful, and the task is done. 

What does this have to do with my review? Well, 
the piece of hardware which made my task much 
easier than anticipated was The Hayes Smart- 
modem 1200. Those of you who have not read Charles 
Bachand's article on modems elsewhere in this issue 
should read it before proceeding. If you already 
know what a modem is and how it works, then let's 
talk about the Hayes Smartmodem 1200. 

What's a Smartmodem 1200? 
The Hayes Smartmodem 1200 (I'll refer to it as 
HS1200 from this point on) allows your computer 
to access the outside world via the telephone lines. 
So what, you say, that's what they all do! Correct, 
but the HS 1200 is one heck of a souped-up way to do 
it. Many modems allow operation at 300 baud, while 
others allow 1200 baud. The HS1200 allows both 
and is restricted only by the baud rate of the device 
with which you are communicating. In addition the 
HS1200 is very "smart," hence its name. 

How smart is it? 

I'll address the above question by first describing 
what is behind the intelligence of this modem. 
The HS1200 has an internal Z8 (not Z80) micro- 
processor. Along with this, the real "brains" behind 
the operation is a 4K ROM controller program. What 
does this 4K ROM allow you to do? The program 
allows the modem to communicate with either you 
or the computer. This modem can be given com- 
mands and will answer you with either English rep- 
lies or numbers. There are too many commands to 
discuss, but the most important commands are: 

1 ) A — > Answer the phone. 

2) A/ — > Repeat the last command given (it 
remembers). 

3) D(TP) — > Dial the phone (touch or pulse 
dial). 

4)H — > hang up the phone. 



This is a very brief list, but it gives you an idea of 
the capabilities the modem has. The commands usu- 
ally have parameters which are sent along with the 
command. For example, to dial a phone number one 
would send the modem AT (attention modem) DT 
1-401-845-7742 (Dial the number — touch-tone 
dialing 1-401-845-7742). Without the explanation, 
the command would be ATDT 1-401-845-7742. 
Upon receipt the modem would "pick up the 
phone" and dial the number listed. Actually, with 
this modem you do not need a telephone at all! 
Everything is built inside the unit. The wire coming 
out of the wall connects directly to the modem. 




The Hayes Smartmodem 1200. 

There are actually two states that the modem can 
be in. COMMAND state allows you to send com- 
mands to the modem (nothing goes across the tele- 
phone lines). ON-LINE state is automatically entered 
when the modem detects a carrier signal and hooks 
into the remote computer, or when the modem 
answers the telephone and then allows another com- 
puter to hook into it. You may have noticed that I 
said that the modem answers the phone. This is 
another feature commonly called AUTO-ANSWER. 
The modem can be programmed to answer the 
phone on the number of rings specified (1-255). 
This can be useful for running a bulletin board, 
having your computer waiting for you to call from a 
remote location or zapping a crank caller with a 

(Continued next page.) 



PAGE 18 



ANALOG COMPUTING 



ISSUE 19 



carrier signal they don't expect. One question which 
probably comes to mind: If I don't need a phone with 
the modem, how do I know what is occurring on the 
line when I dial a BBS or remote computer? The 
modem is equipped with an internal speaker and 
allows you to monitor the call. The modem does not 
have a microphone, so you cannot talk to anyone 
while it is connected. 

Documentation. 

Although I have been rambling on about how 
smart the HS 1200 is, there are a few items I forgot to 
mention. You must write the programs to control it 
or to send it commands, if you want to control it 
automatically. Don't be frightened away, because 
this is where we discuss the documentation. 

The HS1200 owner's manual is one of the nicest I 
have seen. It contains 48 pages of no-nonsense 
information, along with eight appendices to help you 
with anything from RS-232 Pin assignments to 
hooking up the modem for use with an amateur 
radio. Everything you need to know about setting up 
and operating the modem is in here. There are even 
pseudo-programs to show you how to do control the 
modem from your computer. These can easily be 
converted to BASIC, or whatever language you are 
familiar with. 



Many companies sell you a product and then leave 
you on your own. Not so with Hayes. Any problems 
will be handled in a professional and timely manner 
via their customer service line. 

Is this for you? 

I did want to mention that this modem may not be 
for you. You may have noticed that the list price is a 
bit overwhelming. Careful shopping can yield prices 
between $400-$500. Those of you who only intend 
to telecommunicate on an occasional basis may not 
find use for many of the modem's features. If you 
plan on running a bulletin board or want to take 
advantage of the many fine programs available which 
specifically support the HS1200, then it is definitely 
worth your while. 

The HS1200 is considered the ultimate in high 
speed, affordable modems. I can personally vouch 
for the reliability of the HS1200. Within our organi- 
zation we have three HS1200's. All of them have been 
running twelve hours a day, five days a week for the 
past two and a half years. One malfunction occurred 
which caused the modem to be shipped back to 
Hayes. The modem was returned within three days 
and is back on-line. Considering the alternatives, 1 
would not want to sacrifice this kind of reliability 
and service in order to save a few dollars. D 



UNLEASH 



SHAPES AND SOUNDS 
FOR THE ATARF 




Herb Moore 



You only need a beginner's skills in 
Atari BASIC to embark on an exciting 
journey through color and sound. 
Shapes and Sounds for the Atari is 
your guide. 

Shapes and Sounds for the Atari lets 
you unleash your micro's sound and 
graphics capabilities for stunning 
results. Turn your Atari into a music 
synthesizer that accompanies itself 
with brilliant, constantly changing pat- 
terns. Create new computer games 
the whole family will enjoy. Dozens of 
sound and graphics routines on your 
program disk can be expanded or 
adapted to form a virtually limitless 
library of kaleidoscopic effects. 



ATARI^' is a registered trademark of Atari. Inc. 10158 



Two S'A" disks with documentation 
for the Atari 400, 800, or XL series 
with 32K minimum memory. 
(0 47188547-9) $45.00 
Look for Wiley Professional Software 
at your favorite computer store. 
For faster service 
CALL TOLL FREE 

1 800 526-5368 

In New Jersey, call collect (201) 342-6707 

Order code* 5 -10 15 

VISA. MasterCard, American Express 

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CIRCLE #112 ON READER SERVICE CARD. 



ISSUE 19 



ANALOG COMPUTING 



PAGE 19 




by Joel Gluck 



Yow! Vacation's over, and it's time for Our 
Game, the only column in which you, the reader, get 
to influence the course of history! Yes, merely by 
sending in your ideas, criticisms, and comments, you 
can have your say as to what "our game" (the game 
we are writing together) will be like! In fact, if you 
send in some really interesting thoughts, they may 
well be printed in these very pages! 

Enough hype. Let's get down to the nitty-gritty. 
Last time I promised that we would soon start the 
development of ""our game" itself. Well, I haven't 
broken my promise. Read on and you'll see how to 
participate in Our Game's Special Election Year Game 
Idea Vote! But before we get on to this new business, 
let's first take care of some old business . . . 

Reader mail! 

What would Our Game be without reader mail? 
Not very exciting, for starters. It's no fun to hear 
only one point of view (specifically, mine). But, 
thanks to a few brave souls who had the courage to 
take the dreaded leap off the eyebrows of anonymity, 
and into the far-seeing and all-encompassing Atarian 
public eye, the great tradition of reader mail goes on! 
(If you found that last metaphor a bit overdone, call 
the Ridiculous Metaphor Hotline at 1-800-555- 
1234). 

Allen Harberg of Glastonbury, Connecticut, writes: 
"Here's a game for the entire family: Diaper Panic. Two 
doting grandparents rush to return an infant to its parents 
before time runs out." 



Thanks, Allen, for your, uh, game idea. . . 

Larry Friemel, of FuUerton, California, has a gripe 
for the software industry: 

' 'I feel time and care must be spent on vuriting software- 
embedded instructions and accompanying documenta- 
tion. It should be of a quality that anyone reading it can 
understand and can feel satisfied that they have 
control over their program. Most software documen- 
tation today is like Chinese food, i.e., you may feel satis- 
fied at first, but as you get deeper into it you find it says less 
and less, leaving your appetite unsatisfied — often to the 
point of frustration. You get the feeling that, just maybe, 
someone spent a whole day describing a piece of software 
which took months to create, refine and make marketable. 
We should deplore such works which are written as 
adventure games, leaving it up to the user to hunt for clues 
about how to use them." 

I agree with your views on documentation, Larry, 
although I do feel that the situation is improving, and 
that most software companies today spend quite a 
bit of effort and money on good documentation. As 
for Our Game; a discussion of the ingredients of 
good documentation is in the works — and "'our 
game" itself will certainly have decent internal and 
external documentation. 

In general, the question of documentation will 
become less important as systems become easier and 
friendlier to use. Apple's Macintosh is an excellent 
example of this: its operating environment is 
extremely friendly and does not hide features, mak- 
ing documentation practically unnecessary. (Of 



MILES 

ACCOUNTING 

SYSTEM II 



The Finest Accounting Software Available for the Atari Today 



It's g ood for business. 

Who says the Atari is just a 
games machine? Not us. And we 
have the software to prove it. 

There's no longer any reason to 
spend thousands for a "business 
computer" when your Atari and 
Miles Accounting System II can 
handle any accounting situation 
your business can throw at it. 

Miles Computing has the hands- 
down, best accounting software 
available for the Atari today. We 
think you'll agree. 



The Critics' Choice. 

The critics agree. Here's what 
some of them said about Miles 
Payroll System: 

"The package is flexible and capable of 
holding and manipulating a wide spectrum of 
information. In fact, it is hard tothinkofanarea 
the program does not cover." 
—Desktop Computing 

"The performance of Miles Payroll System is 
excellent. It handles all its promised features 
quickly and easily. ...It is an easy-to-Iearn 
progi-am that is very powerful." 
— hifo World 

"The documentation is excellent — well- 
written, clear and concise." 
—Desktop Compiituig 

"So much for the Atari's reputation of being a 
games-only machine." 
—Desktop Competing 

Hardware Requirements: Atari computer 
with 48k, any 80 column (minimum) printer, 
and 2 disk drives (single or double density). 
Double density drives will greatly increase the 
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get the 4th one free. 



InfoWotld 

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performance, ease of 
use, documentation 
and support— this is 
a professionally 
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executed program. 
We look forward to 
other business 
software from Miles 
Computing that will 
serve the needs of 
Atari owners." 
—InfoWorld 



The Complete 
Accountin g S ystem. 

There are six separate modules 
in the system. Each functions 
individually as a complete stand- 
alone program. All six modules can 
also be easily linked resulting in an 
extremely powerful integrated 
accounting system. 



G/L 



General Ledger System* 



Allows interactive maintenance of the chart 
of accounts file, including add. change/inquiry 
and delete. Handles up to thirteen accounting 
periods, supports multiple profit centers, prints 
source cross-reference reports, financial 
statements (Income Statement. Balance 
Statement, Statement of Cash Flow). 



A/R| Accounts Receivable System** 



This comprehensive system processes and 
maintains records from customer invoices and 
cash receipts, calculates service charges, 
maintains sales history and credit rating 
records. Allows aging. Handles both oi3en items 
and balance forward customers. 



A/P 



Accounts Payable System*** 



Keeps accurate status of all outstanding 
obligations: prints cash requirements report, 
allows flexable payment selection, including 
partial payments, prints A/P checks and check 
register, prints vendor analysis report. 

CIRCLE #113 ON READER SERVICE CARD. 



I PAYROLL I PayroU System 



Cumulative totals are maintained for each 
employee, as well as complete reporting, check 
writing, and W-2 reporting. Allows weekly, 
biweekly, semimonthly or monthly pay periods, 
handles Federal, State and City taxes, PICA, 
SDI, Group Insurance, Federal and State 
Unemployment Insurance, maintains 
cumulative totals and Worker's Compensation, 
prints paychecks and W-2's. Gives 941 
information. 

|l/C| Inventory Control System** 

Provides complete control of your resale 
inventory: not in stock items, items on order, 
items at or below reorder point, complete 
Vendor Item Report, suggested Purchase Order 
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either average cost, LIFO or FIFO, and handles 
multiple pricing per items. 



|OE/l| Order Entry Invoicing System** 

For entry of sales orders and shipping data, 
and printing customer orders, invoices and 
shipping papers. May also used to maintain 
address records, generating back orders for 
partially filled orders. Orders are automatically 
printed when shipping dates are entered into 
the system. Provides O/E and editing, handles 
credit memos, prints picking tickets, price lists 
and stocking status reports. 

** Available end of 2nd quarter 1984 
*** Available 3rd quarter 1984 

See for yourself. 

Ask your local computer dealer 
to show you one of our self- 
running demos, or call us directly. 



m 

Miles ahead of l/ie pack. 



MILES COMPUTING 

7136 Haskell Avenue Suite ,3(X) 

Van Nuys, California 91406 

(818) 994-7901 



ISSUE 19 



ANALOG COMPUTING 



PAGE 21 



course, Apple does supply excellent documentation 
with the Mac.) 

And one more thing, Larry: I don't appreciate the 
comparison of poor documentation to Chinese 
food. Aside from sleeping and listening to music, 
Chinese food is one of the chief pleasures of life. 
Please keep your analogies to yourself. 

Jason Leigh, of Kowloon, Hong Kong, sent me a 
letter (by air mail) with the most gorgeous stamp I've 
received since Our Game began. It's a 30-cent 
stamp called "Hong Kong by Night." Jason's game 
idea isn't bad either. He writes: 

"Why always bethesoodmys? Youcouldhaveasame 
where you hold up a bank. The first level begins as you 
have to plant sticks of dynamite on the vault, while shoot- 
ing bank tellers trying to get to the alarm bell. Every time 
you shoot a teller, he returns to his counter and his sequence 
of migrations to the bell re-starts. When you've attached 
enough dynamite to the vault, it blows up and you can rush 
inside to grab a bar of gold. You can carry one bar 
at a time and you must carry it back to your get-away car 
each time. When you have your hands full you cannot 
shoot, 50 there is a danger of the bank teller's reaching the 
alarm bell. When your attempt is successful, your compu- 
ter figure grins happily out of the screen and you begin 
robbing the next bank until you're eventually caught." 



Sounds like you've got the makings of a coin-op 
game hit, Jason: action, violence, skill, and suspense 
(when the alarm bell goes off, it's risky to stay 
because the police will show up; on the other hand, 
there's more gold to be had in the vault). 

David Plotkin, of Walnut Creek, California, makes 
several intelligent points in his letter: 

"You made the statement that the game will be written 
in BASIC, arui ruled out machine language and BASIC 
Compilers for worthwhile reasons. But what about 
machine language subroutines, either on the Vertical 
Blank or called via USR calls? You don't need to know 
machine language to include these; many very good ones 
are available "canned" — you just include the DATA 
statements in your program and call the routines as 
needed. These routines have tremendous potential to 
increase the number of "moving objects" from one to four 
or five, especially if VBI routines for Player /Missile 
objects are used. Another excellent routine which comes to 
mind is Tom Hudson's "Graphic Violence," (ANA- 
LOG Computing no. 8) which puts multiple animated 
explosions on the screen. Too long? How about the flicker- 
ing star field on the Display List Interrupt provided by]oe 
Trem in ANALOG no. 6. Or background music on the 
VBI provided by Mark Chasin in ANALOG no 7. 



WHAT IS 
D:CHECK/C:CHECK? 



Most program listings in ANALOG are followed by a table of numbers appearing as 
DATA statements, called "CHECKSUM DATA." These numbers are to be used in conjunc- 
tion with D:CHECK and C:CHEGK, which appeared in the ANALOG Compendium and 
Issue No. 16. 

D.CHECK and C:CHECK are programs by Istvan Mohos and Tom Hudson. They are 
designed to find and correct typing errors when entering programs from the magazine. 
For those readers who do not have a copy of either article, send a pre-addressed, 
stamped, business-sized envelope to: 

D:CHECK ARTICLE 
P.O. BOX 23 
WORCESTER, MA 01603 



PAGE 22 



ANALOG COMPUTING 



ISSUE 19 



Tom Hudson's Player and Missile mover routines 

(ANALOG Computing no. 's lo and 1 1) are excellent. 

The list goes on — scrolling, character movement, etc. 

The point is that these routines already exist; all we have 

to do is incluAe them . . . 

' 'Finally, you made a comment in your January column 
which is not strictly true. You said that BASIC doesn't let 
you use names for procedures, and that instead you have 
to use line numbers. What you can do, since you can call 
named subroutines, is equate your line numbers to a 
name, giving you something like this: 

908 PREPARETUB=2e0e : CATCHR0VER=:3e00 : RO 

VERINTUB=4808 : CLEANR0UER=58ee : DRVROUER 

=6008 : THANKR0UER=70e0 

1208 GOSUB PREPARETUB 

1210 GOSUB CATCHROUER 

1228 GOSUB ROVERINTUB 

1238 GOSUB CLEANROUER 

1248 GOSUB DRVROUER 

1258 GOSUB THANKROUER 

"Pretty descriptive, no? Unfortunately, the disadvan- 
tage to this system is that it's hard to trace the program 
logic, because you keep forgetting what names are equated 
to which line number. Oh, well." 

Other readers have mentioned the idea of incor- 
porating machine language subroutines into our 
game, David, but none have seemed as well-versed 
on the subject as you. My own opinion on using 
machine language subroutines for our game is this: 
we will use them only if they are necessary to make 
our game enjoyable. 

If it sounds like I'm hesitant to plan on using such 
a subroutine in Our Game, you are correct; I would 
prefer it if our game were written in such a style as to 
make its operation clear to all readers, even those 
with an elementary understanding of Atari compu- 
ters and BASIC. All too often, machine language 
subroutines are complex black boxes — which is fine 
if your sole aim is to improve a program's perfor- 
mance. Our Game's purpose, however, is not to 
produce the best possible game but rather to pro- 
duce a good game in a manner understandable and 
reproducible by novices. 

As for your point about named subroutines — 
you are absolutely right; I had neglected that possi- 
bility. There is another disadvantage, however, to 
your named-line-number scheme: the program can- 
not be renumbered by a standard line-renumbering 
program, because the values of the names wouldn't 
be changed. 

That's it for reader mail this month (except for 
some special mail — read on! ). For those of you who 
have sent mail and haven't seen it in these pages, 
please be assured that I read every word that you 
send me; it's just that I can't possibly include all of it 
— at least not if ANALOG is going to have room 
for anything else! Don't be discouraged — all of your 
ideas and comments help shape the content of this 
column. Keep those letters coming! 



The Ultimate Wimp-Out. 

As sole author of Our Game (the column, not the 
game), I believed, until recently, that it was up to me 
to choose which idea, among all of your ideas, would 
be the basis for "our game." 

But then I had a horrible thought. What if, after 
deliberating over various game ideas, choosing one, 
and presenting it in the column. . .what if the read- 
ers didn't like it? The dreadful consequences aren't 
difficult to predict: reader interest would decline, I 
would receive fewer and fewer letters, and Our 
Game would bite the dust. 

But, just in the nick of time, I came up with a 
solution: The Ultimate Wimp-Out. You guessed 
it! I won't decide! You'll decide! You (the readers) 
will vote on it! 

Yes, this column marks the commencement of the 
soon-to-be-forgotten Our Game Special Edition 
Year Game Idea Vote. To participate, all you have to 
do is send in a letter or postcard with your vote for 
best game idea (of the four described below) and a 
simple suggestion for the improvement or embel- 
lishment of that game. All votes must be in by 
August 1, 1984. Void where prohibited by law. The 
decision of the judges (me) will be final. 

Now that we've gotten the rules out of the way, 
let's proceed to our four beautiful nominees: 

It's Number One! 

Game Idea #1 comes to us all the way from sunny 
Milton Keynes, England. Trevor Skeggs (I love that 
name!) writes: 

"Please don't mention that they're also struck doiun 
with Atari Fever in little oV England (sorry, Trevor), 
but, if you must, my shoe size is g, and I doubt if you've 
heard of my brand of toothpaste {comments directed at the 
January issue). 

"I agree that violence is definitely 'passe' in video 
games, but it's awfully hard to substitute for the excite- 
ment of trying to hit something. 

"Therefore, in my game's scenario, the player is seated 
in a rowing boat on a lake. Opposite him is his huge wife, 
and in his hands is a black box (camera). 

"The object is to prove that the Loch Ness Monster 
(Nessie) exists by taking a photo. Under the boat swims a 
dark, ill-defined shape, which occasionally breaks sur- 
face with a long-neck and insidious smile, played for 
laughs. 

"The joystick controls the man's arms as you quickly 
spin round and take a picture. The top comer of the screen 
shows the developed photograph, which more often than 
not shows a foot, his wife's ugly face, a dead fish, a tin 
can, etc." 

If you liked Trevor's idea, write a big number one 
on a piece of paper (so that Victor, our Robot Vote- 
Counter, won't misread it), along with your thoughts 
about how the game could be made even better, and 
mail it to Our Game! 



ISSUE 19 



ANALOG COMPUTING 



PAGE 23 



Numero Dos 

Game Idea #2 is a combination of several reader's 
ideas. Charles D. Ybarra of Long Beach, California, 
mentioned in a letter that a game about food and 
nutrition would be interesting. Several readers recom- 
mended the idea of a computer board-game, includ- 
ing Del Rice, of West Pittsburg, Pennsylvania (who 
sent me an hilarious letter explaining why nobody 
reads Our Game), and Eric Hansotte of Glenshaw, 
Penn., as well as George Lentz of Toms River, New 
Jersey, who writes: 

"Video games are based mostly on skill with little or no 
luck involved. If you don't have good hand-eye coordina- 
tion you can pack it in for most of today's video games! If 
Our Game used a graphic roll of the dice or spin of the 
wheel, I feel it would be more likely to relate to young, old, 
male and female alike. 

' 'Another thought is that a video game is always res- 
tricted to the TV screen (no physical involvement). We 
could consider combining the TV screen with a board 
game. This would give another dimension to the game and 
a very pleasant one, I feel. It might be nice not to be 
restricted to the TV screen." 

Great ideas, George. I especially like the "separate 
game board" idea, because it gives readers something 
else to do besides typing in programs — they get to 
construct their own game boards! The computer, of 
course, can keep track of what's happening on the 
game board, and handle — on the screen — any game 
action and player confrontation that need take place. 

What does all this have to do with Charles Ybar- 
ra's food and nutrition idea? Well, Game Idea #2 is a 
board game based on the four food groups, with any 
number of players competing to eat well-balanced 
meals while progressing toward "Dessert," the cen- 
ter of the game board. Special squares to land on 
include "Fast Food," which pits player against player 
in a food eating/zapping race, and "Fortune Coo- 
kie," which contains surprises similar in nature to 
the "Chance" cards on a Monopoly board. There is 
not much space to describe the details of the game 
this month, so I'll try to fit it in next time. 

Anyway, to vote for Game Idea #2, you don't even 
have to register — just write to Our Game and 
Victor will add your vote to the already growing 
mandate (and don't forget to include an idea for 
improving the game). 

Our Third Nomiinee 

Game Idea #3 is from a letter by Dale Curtis of 
Wenatchee, Washington. Dale writes: 

"The idea is this: A two-player game that starts each 
player on opposite sides of the screen with the object to 
construct a road, railroad track, pipes, wall, etc. to the 
center and connect with the other's road, etc. 

"There can be many levels, since when you complete one 
level the next level can be harder (more points to connect 
up, for instance). Of course, there could be things to 



prevent straight line-constructing (for instance, in con- 
structing a road, there could be trees and houses to go 
around, angry land owners protesting certain routes, had 
weather, or whatever). Also, the scoring can he of any 
sort: first to make the center, fastest time for both to 
complete (you might be able to make what one person does 
dependent on what the other does), which one uses the 
least amount of track, etc. 

"This could be a very interactive game that is non- 
destructive and that anybody would want to play — with 
speed of play being relative to the action." 

The best thing about Dale's game idea is that it 
leaves possibilities for new ideas wide open. For 
example, I recently had the idea that players would 
have to search the board to find the materials to 
build their tracks (or walls or roads). You may have 
other, better ideas. If so, vote for Game Idea #3 and 
send those ideas in! 

Four! Four! Four! 

Last, but possibly not least, is Game Idea #4. Patty 
Wilson, of Lansdale, Pennsylvania, writes: 

"I can't truly say that I'm the world's biggest video 
game fan, but 1 think a few of them are worthwhile 
enough to play until you can manage a half-decent score. 
M;y biggest complaints about video games are: i) Tfie)i 
move too fast, and 2) What good will it do me tomorrow if 
I kill 3 million aliens today? Allow me to explain. 

"First of all, I could be described as 'laidback.' Some- 
times 1 find it all too difficult (and no fun) to work up the 
nervous energy required to play many games. Everything 
happens so fast; you really have to concentrate to keep up, 
and enjoying the game while I'm playing becomes 
nearly impossible. 1 would like to see a game that moves at 
the pace I want it to, so I can really look at the 
graphics, recover from disasters, and take a breather after 
a victory. Secondly, I'm a great supporter of educational 
games that improve the mind, not just hand-eye coordina- 
tion. Islo one is ever too old to learn; there must be a fun 
way to learn how to balance a checkbook or prepare a 
gourmet meal. Over-cooking a goose in Graphics 7 
wouldn't have the unfortunate effect of sending smoke 
swirling through the house. And miscalculating a few 
numbers in a game called "Budget Warrior" wouldn't 
really cost you $97 in bounced checks. I think people are 
more likely to acquire a new ability if it's presented in an 
interesting, unique way instead of being learned the hard 
way. ' ' 

Hmmm. Didn't see a game idea in there, did you? 
Well, that's because there's only the name of one: 
"Budget Warrior." When you vote for Game Idea 
#4 you are voting for an entertaining video game 
about the trials and tribulations of household eco- 
nomics and "low" finance! And, since Game Idea #4 
hasn't really been invented yet, you get a chance to 
tell Our Game what "Budget Warrior" means to 
you! One hopes Patty will write back and tell us what 
she meant. . . 



PAGE 24 



ANALOG COMPUTING 



ISSUE 19 



But Seriously, Folks . . . 

To sum it all up, here are our four nominees: 

# 1 : In Search of the Loch Ness Monster. A one player, 
photogenic action game. 

#2: The Frantic Foods Board Game. A multi-player, 
slightly educational, board game with a do-it-yourself 
board. 

#3: Paths To Glory. A two-player, head-to-head 
road-or-something-building game. 

#4: Budget Warrior. A great name without an idea. 

Send your vote in today (to the address printed 
below), with an accompanying suggestion for im- 
provement of the game idea (or in the case of Game 
Idea #4, the idea itself). If you don't send your vote 
in soon, Victor our Terrifying Vote-Tallying Robot 
will have to visit your home to collect it from you 
(and he certainly gets grumpy when he has to make 
house calls). 

Playtesting 

In the past, Our Game has presented tutorials on 
Developing a Game Idea, Structured Programming, 
and Debugging. This month we continue the descrip- 
tion of the golden path to a finished game by discuss- 
ing the necessary and, yes, fun (!) practice of 
playtesting. 



For starters, when do I know it is time to playtest my 
game? Ideally, you should playtest your game as soon 
as you aren't afraid to show it to people. The sooner 
you playtest the game, the sooner you'll be aware of 
changes that should or must be made in your 
program. 

Who should I use to playtest the game? Anyone you 
can get your hands on! Go out of your way to find 
people of different ages, sexes, levels of intelligence, 
and backgrounds. Don't rule out a possible play- 
tester — even a five-year-old can teach you some- 
thing about your game. 

What do 1 do during the playtesting? Well, this may 
sound strange, but the best way to treat your play- 
testers is to keep your mouth shut. Players should be 
able to run and play the game without any coaching 
from you. If they really need help or are confused, 
there are shortcomings in your game. 

This all sounds very harsh, but it stems from one 
basic philosophy: any game should be figure-outable 
without any written documentation. All necessary 
information and explanation should be accessable 
within the game itself. 

There are practical reasons behind this philo- 
sophy. Let's say you are a salesman in a computer/ 
software store demonstrating new games to potential 



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ISSUE 19 



ANALOG COMPUTING 



PAGE 25 



customers. A typical customer, Mr. Impatient, sees a 
couple of games he wants to try. Game A is a simple, 
fun game. Game B looks more complex; as a matter 
of fact, it's so complex that you have to look at the 
documentation to demonstrate the game. Mr. Impa- 
tient gets impatient while you are trying to figure it 
all out, and decides to buy Game A. 

This little scenario is typical of video game sales in 
computer stores. I ought to know — I spent a 
summer selling software in just this way. What it 
comes down to is this: people hate to look at written 
instructions, and prefer games that are simple and 
clear. Your playtesting will help to show you whether 
your game is a Game A or a Game B. But if you really 
want to find out, you have to be silent during play- 
testing, and watch your playtesters very closely. 

What should I tell my playtesters? Encourage your 
playtesters to make verbal comments, complaints, 
and suggestions during play and after. You may also 
want to elicit comments about specific elements of 
your game that you are unsure about. 

Your task during the play test is to write doum. every- 
thing they say, including what they do like. Also take 
notes on difficulties they have or unexpected actions 
they take. Writing all of this down may seem like 
work — that's because it is. Playtesting is by far the 
most valuable method of improving a game, but is 
entirely worthless if you don't get it all down on 
paper. Some programmers are a bit lazy and try to 
remember it all (like I used to do), only to say the 
next day: "Gosh, I'm sure that Michael recom- 
mended three things for me to change, but I can only 
remember two. . ." 

One of the DON'Ts of playtesting, mentioned 
above, was to explain things or give coaching to your 
playtesters. (Remember; there won't be a copy o{you 
sold with every game!) Another DON'T is arguing 
with playtesters. Never argue with a playtester! There 
are good reasons for this: 

a) You did ask them for their opinion. 

b) You are obviously not trying to learn from their 
comments — you are just trying to defend your own, 
possibly not-so- wonderful, game. 

c) They probably won't want to playtest for you 
again; you've made the process unpleasant. 

Now don't get me wrong. It's tough not to argue 
with someone who says: "I don't Uke the spaceship." 

"Why not?" you reply. 

"It's uglier than a frog in a blender," says the 
playtester. At this point it's very difficult not to 
rejoin: 

"Are you kidding? I spent a week designing that 
space ship! It's the best you can do in 16 by 7 pixels! 
Why that ship looks just like the Millenium. . ." 
etc., etc. 

But what you ought to say is: "Ugly, you say? 
Well, how could I improve it?" Or, better yet, "Draw 



me a sketch of how you think it ought to look." 

It's evident that this approach does more for the 
both of you than arguing. Remember, you're not out 
to prove anything to your playtesters; save all the 
hype for Electronic Arts, Atari, Synapse, or whoever 
you're trying to sell your game to. 

Grill Them! 

Once the playtesters have playtested the game to 
their hearts' content it is time to turn on the high- 
intensity lights, get out the whip and the black 
leather gloves, and ask a few questions. . .heh, heh! 
Questions like: 

*Was it fun? How could it be made more fun? 

*Was it easy to use? How could it be made 
more so? 

*Was the level of skill required to play too 
high/low? 

*Did you like the graphics/sound? Do you have 
any suggestions for improving them? More specifi- 
cally: Did you like the colors/shapes of things? Did 
you find the sound pleasant or annoying? Are there 
any particular effects you would change? 

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ISSUE 19 



ANALOG COMPUTING 



PAGE 27 



*Was there anything you didn't understand in the 
game? 

*Are there any game options you'd hke to have? 
Were there any options that seem unnecessary? 

*How could I make the game more exciting/funny/ 
scary /cute/violent or whatever? 

*Is there any information that ought to be included 
in the game or presented more clearly? 

*Do you have any random ideas about the game? 
Any radical changes you'd find interesting? 

As before, write down the answers to all these 
questions. You may consider your playtesters inex- 
perienced or lacking in taste or judgement, but, like it 
or not, they represent realistic opinions that differ 
from yours — opinions that may happen to coincide 
with whoever screens out incoming games at the 
Atari Program Exchange, for example. Also, appar- 
ently minor comments made by playtesters often 
inspire game designers to turn an ordinary game into 
a great game. 

Of course, playtesting sometimes isn't all it's 
cracked up to be. For example, I recently wrote a 
simple two-player maze game and had some friends 
of mine try it out. The first playtester, Dan, enjoyed 
the game immensely. As a matter of fact, we played 
the game together for three hours. However, I didn't 
learn much from Dan. Later that night, though, 
Crazy Bob and I had a go at it. Crazy Bob is not as 
good at video games as Dan is, and just by watching 
him 1 saw faults in my game, especially in the user 
interface. The next day I made significant improve- 
ments in the game. It just goes to show that the less 
likely a person is as a playtester, the better a play- 
tester they'll be. 

What next? 

What do I do with all of the stuff I've written down? 
One of the best ways of using it is to look through 
and find similar comments that were made by more 
than one playtester. Add to this special list any sug- 
gestions that you think are especially good. 

Then it's time to go back to the ol' keyboard and 
make the changes in your program recommended by 
the list. You may not agree with some of the sugges- 
tions, but it is worthwhile to at least try out other 
people's ideas. Of course, it is wise to keep a copy of 
the original game, as well as copies of the program 
made after each major change. Do not change things 
in your program that your playtesters liked; try to 
add more of similar things to your game. 

Once you've made the changes (and debugged 
everything), it's time for a whole new round of play- 
testing! This time, though, you'll have copies of the 
program containing different versions of certain fea- 
tures, so that playtesters can make a "side-by-side" 
comparison. 

One more question. How do 1 know when I've got a 
finished game? This is a difficult question faced by all 



game programmers. The only proper answer is to use 
your best judgement. If the complaints of your play- 
testers are down to a minimum, and they seem to 
actually be enjoying themselves while playing the 
game, if new play-testers have little trouble under- 
standing the game, then you're on the way to having a 
finished product. 

On the way? Well, it's not finished yet. You still 
have documentation to write. . .which, coinciden- 
tally, is the subject of our next Our Game tutorial. 
Stay tuned! 

Victor is Waiting! 

Yes, Victor our Ferocious Vote-Tallying Robot is 
waiting for you to send in your vote for best game 
idea in Our Game's Special Election Year Game Idea 
Vote! Just write us a letter or postcard with the 
number of one of our four wonderful nominees, 
along with a suggestion for the improvement of the 
idea. Our address is: 

Our Game 

c/o ANALOG Computing Magazine 

P.O. Box 23 

Worcester, MA 01603 

Don't be bashful! If you have something to say about 
the state of computer/video games in general, or 
even if you just want to flame about chocolate cup- 
cakes, hyperlipidemia, or Ronald Reagan, don't be 
afraid to drop us a line! 

Next month: gee, even I don't know what's going 
to be in Our Game next month ... so get ready for a 
total surprise! And keep those votes pouring in! D 



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PAGE 28 



ANALOG COMPUTING 



ISSUE 19 



MICRORAM 64K MEMORY BOARD 
Microbits Peripheral Products 
225 Third Ave., S.W. 
Albany, or 97321 
$149.95 

by Raymond Berube 

Since the end of 1983, Atari 600XL owners (and 
there are thousands of us) have been forced to deal 
with that dreaded demon of 16K machines: the 
ERROR 2'OUT OF MEMORY prompt. Frustra- 
tion would set in. Then the back issues of ANA- 
LOG would be searched furiously for compression 
techniques which would save every single "bit" of 
space. Maybe, with a little luck, the program could be 
made fit into 16K. Well, 600XL owners take heart. 
The first in a series of memory expansion packages 
has appeared. Now your 600XL can be transformed 
into a member of the smart set, with 64K of RAM. 
(Well, not really 64K, but more on that later.) 

Microbits Peripheral Products has won the race to 
be first with a memory board, and it has some nice 
features and some not-so-nice drawbacks. Most 
importantly it is readily available with a list price of 
$149.95. 

The price is the first drawback of this product. My 
600XL only cost me four cents more at $149.99. 
This price will be firm until Atari or another com- 
pany makes a comparable unit. So what do you get 
for your investment of this week's grocery money? 
You get a suspiciously large box covered by the famil- 
iar dark blue MPP sleeve. Slip the sleeve off, open the 
box, and, sure enough, white foam! Carefully lifting 
the foam, you find the usual promos for more of 
MPP's products, a warranty registration card, and a 
single instruction sheet. Finally you see the unit itself 
and begin to understand why the box is so big. 

The MPP memory board is fully 1" thick, SVi" 
wide, and 7" long! The unit is completely sealed 
except for the connector which clearly slips into the 
parallel bus on the back of the 600XL. Here is 
another drawback. For the money, why isn't there a 
duplicate card edge connector on the back edge of the 
memory unit? Once plugged in, it occupies all of the 
Atari bus with no further optional connections 
available. 

A few warnings should be mentioned at this point. 
First: don't lift the 600XL with the expander plugged 
in! It is heavy and will most likely snap off at the bus. 
The unit has no firm support and flops very easily. 
Second: never insert or remove the board with the 
power on. If you do you stand a chance of losing your 
memory! Finally: don't try to open the case. It is 
firmly sealed and tampering with it will break it! I 
guess MPP doesn't want us to know how little 
(component-wise) is packed into this large, heavy 
unit! 



If you're like me, you don't own a computer desk, 
and usually use your child's tea table as a desk. In 
this case, I recommend you cut a piece of Ys" 
plywood (V4" is too flimsy) 12" wide by 18" long, 
sanded it, stained it and set my 600XL with its 
memory board attached onto this tray. Now I can lift 
my computer without fear of breaking off the board, 
by simply lifting the tray. 

After all these criticisms, do I have any positive 
observations? You bet I do! My 600XL finally has 
enough memory to effectively run peripherals like 
printers, disk drives, modems, etc. This makes the 
criticisms minor and easy to accept. The installation 
instructions are concise and well written, and cosme- 
tically the board fits in fairly well with my 600XL. 




Microram 64K Memory Board. 

Now, a note about what exactly 64K means to a 
600XL. It means 37902 bits of available RAM while 
using the built-in BASIC. Machine language pro- 
grams up that availability to about 52K, but Atari 
and others have promised us many new software 
products to take full advantage of the available 
RAM. I'm waiting with excitement. 

So after all is said and done, do I recommend you 
buy MPP's memory board? Yes. If you can afford its 
price and feel it's an acceptable trade-off for in- 
creased RAM, go buy it. If your wife, girl friend or 
mother refuses to let you spend the grocery money 
on "more K's," then wait a bit. I'm sure more of the 
same from other sources is on its way, and surely for 
less money. D 



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PAGE 30 



ANALOG COMPUTING 



ISSUE 19 



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\ 



\ 




16K Cassette or 24K Disk 



by Edward Loniewski 



Super Sine was originally written to demonstrate 
the very powerful mathematical concept that any 
complicated curve can be approximated by some 
combination of sine and cosine functions. In case 
you're not overly familiar with sines and cosines, 
they are a pair of curves that trace out a simple wave 
shape that repeats itself every 360 degrees. They can 
be thought of as plotting the horizontal and vertical 
distances of a point on the circumference of a circle 
as that point moves completely around the circle. 
These distances are measured from the x- and y-axes 
that pass through the center of the circle. These 
curves have two characteristics, called frequency and 
amplitude, that can be changed in various ways to 
distort the basic sine wave. By adding or multiplying 
several sines and cosines together, an almost endless 
variety of complicated curves can be drawn. 

The program described here is a very simple sine 
wave generator, yet it can produce incredibly beauti- 
ful results. It only deals with two curves at a time and 



only allows for changing the frequency. However, 
with very Httle effort, the program can be expanded 
further. 

The frequencies of the 2 curves plotted here are 
denoted by the variables Kl and K2, which can be 
assigned any positive value whatever. The fun comes 
in experimenting with various pairs of frequencies 
and watching what happens. In addition, eight differ- 
ent patterns or combinations of sines and cosines can 
be plotted, as shown in the table below. 



PATTERN 

1 
2 
3 
4 
5 
6 
7 
8 



COMBINATION 

SIN(Kl) + SIN(K2) 

COS(Kl) + COS(K2) 

SIN(Kl) + COS(K2) 

SIN(Kl) * COS(K2) 

SIN(Kl) - SIN(K2) 
COS(Kl) - COS(K2) 

SIN(Kl) * SIN(K2) 
COS(Kl) * COS(K2) 



ISSUE 19 



ANALOG COMPUTING 



PAGE 31 



Each pattern can be drawn as a mirror image of 
itself by using negative pattern numbers. In other 
words, pattern -5 will plot the mirror image of pat- 
tern 5. Thus, there are really 16 patterns available. 

The final fancy trick is to allow plotting of more 
than one pattern on the same graph. All sixteen 
patterns could be drawn if desired, but usually four 
or less would be sufficient. All patterns drawn on one 
graph, though, will have the same pair of frequencies. 

Two versions of the program are shown here. The 
second includes a speedy graphic dump to an Epson 
printer with GRAFTRAX. If you have a dump rou- 
tine for a different printer, insert it where appropriate. 

Line 101 sets aside space for 450 pre- 
calculated sines and cosines (PCS) to save time 
in plotting later. 

Lines 105-107 draw the title and store the 
PCS values. POKE 710,0 turns the text window 
black to match the rest of the screen. Only 91 
different sines are actually calculated, represent- 
ing through 90 degrees. All other values are 
gotten from the symmetric properties of the 
sine and from the fact that COS(X) = 
SIN(X+90). 

Lines 110-130 clear the screen for a new set 
of graphs. The POKE's to 709, 710, and 712 set 
the colors used. XO and YFAC are scale factors. 
NPAT counts the patterns used. The PLOT's 
and DRAWTO's draw the x- and y-axes. 

Line 140 asks for the 2 frequencies. Values 
between and 360 seem to work best, but any 
positive number will work. The program will 
end if a negative value is entered. 

Line 145 asks for the (next) pattern to be 
drawn. As described, any value between 1 and 8 
or its negative is allowed. An illegal entry will be 
ignored. Enter when you're done with a par- 
ticular set of graphs. 

Lines 147-148 store the pattern and calcu- 
late scale factors. 

Lines 150-180 do the plotting of the func- 
tions specified. The program essentially plots 
the curves for 310 degrees (out of 360). Lines 
152-154 keep the angles within bounds. 

Lines 200-205 sound a beep after each 
graph and return for another pattern. 

Lines 215-220 ask if you want to start a new 
graph. Otherwise, the program allows for more 
patterns on the current graph. 

After entering the program, SAVE it to a cassette 
or disk and then get ready for some intriguing 
experimentation. 

To get a good feel for how the program works, 
RUN the following examples: 

• Kl=, K2=l, PATTERN 1 will plot a basic 
sine wave (with the right-most 50 degrees mis- 
sing). Plot PATTERN -1 on top of this to see 



how the mirror image looks. Then plot PAT- 
TERN 2 and -2 on top to see a basic cosine wave 
and its mirror image. 

• Kl=.161, K2=1.161, PATTERN 1 will 
scale a complete sine wave into the 310 degrees 
plotted. This factor of 1 . 161 will be used several 
times later. 

• Kl=2, K2=2, PATTERN 1 will put twice as 
many hills and valleys as before, but still with a 
definite rhythm. 

• Kl=3, K2=4, PATTERN 3 shows some 
interesting bumps. Plot PATTERN -3 on top 
also. 

• Radically increase the frequency to Kl=10, 
K2=10, PATTERN 4 and look closely at the 
plot, which is really made up of bunches of 
short vertical lines. Notice that some parts 
appear white, some green, and others blue. This 
is all a consequence of color artifacting. Its 
effect will become even more apparent shortly. 

• Try Kl=21, K2=22, PATTERN 2 and 
notice the colors stand out even more. 

• Kl=40, K2=42, PATTERN 2 reveals 
definite bars of color. Remember that Gr.8 is 
only supposed to get you IVi colors. But already 
you should be able to distinguish 5 colors on the 
screen at one time. Color artifacting yields var- 
ious colors depending upon whether the left or 
right side of a color block is turned on, or if 
adjacent halves are turned on. 

• We are now ready for eye-openers. Kl=60, 
K2=61, PATTERN 6 or Kl=87, K2=90, 
PATTERN 3 should give you a good idea of the 
power and beauty of this program. 

The following table yields some instructive and 
entertaining figures. When more than one pattern is 
given, study how the colors change with each suc- 
ceeding plot. Sometimes the colors get filled in, 
sometimes they reverse, and sometimes they get can- 
celled to white or grey. Some of these combinations 
will actually wind up with eight colors on the screen 
at one time. 



Kl, K2 

90,92 

2, 179 

118, 120 

300, 303 

44,45 

5,90 

87,93 

1.5, 2.85 

10, 120 

100, 101 

6, 7.161 

40, 42.32 



PATTERNS 

5,-5 

1,-1 

3,-3 

7,-7 

4,-4 

2,6 
1,-1,4,-4 
3, -3, 4, -4 

4,-4 

4,-4 
7, -7, -8,' 8 
5, -5, 6, -6 

(Continued next page.) 



PAGE 32 



ANALOG COMPUTING 



ISSUE 19 



If you use the printer version of the program, the 
character in Line 102 is a V (CTRL,). Change 
Line 145 to read 210. Add Line 210 and all of Lines 
9000-9060. 

The rest, now, is up to you. Experiment as much as 
you Uke. Try adapting the program to three or more 
frequencies, or add different patterns, or placing 
different frequencies on the same graph. If you're 
like me, you'll run out of time long before you run 
out of ideas. 

By the way, this program can even be used to plot 
sines and cosines. D 



180 REM SUPER SIME 

101 DIM PCSt4505 ,PftT{16),YN5(lJ 

les DEG ;GRaPHICS 2:P0KE 716, S : P05ITI0 

N 5,3:PRIHT «6;"5 U P E R":P05ITI0N 6, 

6:PRIHT tt6j"s i n e" 

106 POKE 752,1 :PRINT :PRIMT " 
PLEASE STAND BY" 

107 FOR 1=0 TO 90:HrSINCI3 :PC5CI)=K:PC 
5 (I+180J=-J!: PCS tl80-I5=K: PCS (360-11 =-K 
:PCSCI+3603=K:NEKT I 

110 GRAPHICS 8:P0KE ?09,14:POKE 710,8: 
POKE 712,68 

120 COLOR l:KO=lG:YFftC=33:NPfiT=0:TRaP 
110 

130 PLOT 0,8e;DRAWT0 319,80:PL0T H0,0: 
DRAWTO K0,159:PLOT 0,159:DRaWTO 319,15 
9 

140 PRINT ■■K1,K2="; :IHPUT K1,K2 
145 PRINT "PATTTERN"; :INPUT ZT:IF ZT=0 
THEN 215 

147 ARG1=- 
NPAT3=ZT 

148 PT=ABSCZT) :2FAC=-YFAC*S6NfZT) 
150 FOR X=H0 TO 319 

152 ARG1=ARG1+K1;ARG2=ARG2+K2 

153 IF ARGl>36e THEN ARGl=ARGl-360 : GOT 
153 

154 IF ARG2>360 THEM ARG2=ARG2-368 : GOT 
154 

160 IF PT=1 THEN Y=80+ZFAC*CPCS CAR613 + 

PCSCARG23J 

162 IF PT=2 THEN V=80+ZFAC*CPCS f ARGl+9 

e3+PCStARG2+903} 

164 IF PT=3 THEN Y=80+ZFAC» (PCS CARGli + 

PC5(ARG2+90)J 

Y=86+ZFAC*(PCS(AflG13K 



-Kl : ARG2=-K2 : NPflT=HPAT+l : PAT ( 



Y = 8e+ZFAC*(PCS (ARG15* 
Y=80+ZFAC»(PC5 {ARGl+9 



166 IF PT=:4 THEN 

PCS(ARG2+903> 

168 IF PT=5 THEN Y = 8842FAC« (PCS (ARGli - 

PCS(ARG25) 

170 IF PT=6 THEN Y = 80 + ZFAC* (PCS (ARGl + 9 

03-PCS(ARG2+993J 

172 IF PT=7 THEN 

PCS(ARG23 3 

174 IF PT=8 THEN 

03*PCS(ARG2+983 3 

178 IF H=H0 THEN PLOT K,Y 

179 IF KOKO THEN DRAWTO K,Y 

180 NEHT K 

200 SOUND 0,40,ie,6:FOR H=l TO 50 : NEXT 

HrSOUND 0,0,0,0 
205 GOTO 145 

215 PRINT "NEW GRAPH (Y/N3 ";: INPUT YNS 
:IF YNSO'-Y" THEN 145 
220 GOTO 110 



CHECKSUM DATA 
(See page 21) 



leo DATA 583,934,335,778,181,188,192,8 
04,78,261,369,618,688,780,534,7319 
154 DATA 643,180,772,472,474,286,791,2 
00,792,686,256,782,789,707,574,8324 
220 DATA 694,594 



Printer version. 



100 REM SUPER SINE (PRINTER UER5I0N3 

101 DIM PCS(450},PAT(163,YNS{13 

102 DIM TABZS(153,K0UT5(1923,TSTS(1923 
:TABZS=" I":TSTS="V":TSTS 
(1923="r':TST$(23=TST$(lJ 

105 DEG IGRAPHICS 2:P0»(E 718, 8 : POSITIO 

N 5,3:PRINT »6,-"S U P E R":POSITION 6, 

6:PRINT tt6;"s i n e" 

186 POKE 752,1: PRINT : PRINT " 

PLEASE STAND BY" 

107 FOR 1=0 TO 90:K=SIN{I3 :PCS(X3=H:PC 

S (1 + 1883 =-H : PCS (188-13 =X : PCS (360-13 =-X 

:PC5(I+3683=K:NEKT I 

110 GRAPHICS 8:P0KE 709,14:P0KE 710,8: 

POKE 712,68 

120 COLOR l:X0=10:VFAC=39:NPAT=fl:TRAP 

lie 

130 PLOT 0,80:DRAWTO 319,80:PLOT X0,8: 
DRAWTO X8,159:PL0T 8.159;DRAWT0 319,15 
9 

140 PRINT "Kl,K2 = "j; :INPUT K1,K2 
145 PRINT "PATTTERN"; :INPUT ZT:IF ZT=8 
THEN 210 

147 ARG1=-K1 :ARG2=-K2:NPAT=NPAT+1 ;PAT( 
NPAT3=ZT 

148 PT=ABS(ZT3 : ZFAC = -YFAC«SGN (ZT3 
150 FOR K=X0 TO 319 

152 flRGl=ARGl+Ki:ARG2=ARG2+K2 

153 IF ARGl>35e THEN ARGl=ARGl-360 : GOT 
153 

154 IF ARG2>368 THEN ARG2=ARG2-360 ; GOT 
154 

160 IF PT=1 THEN Y=80+ZFAC« (PCS (AR613 + 
PCS(ARG23 3 



(Continued next page.) 



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NO ONE ELSE HAS THIS PERFORMANCE 

Unenhanced whole disk (ATARI rev B format) read time: 1 12 seconds 
Unenhanced whole disk (ATARI rev C fast format) read time: 89 seconds 
ENHANCED 810 whole disk (any format) read time with standard software: 68 seconds 
ENHANCED 810 whole disk (any format) read time with WARP DRIVE software: 43 seconds 
Standard software whole disk write and verify time: 238 seconds 

WARP DRIVE software whole disk write and verify time: 62 seconds J 

NEW HAPPY WARP DRIVE SOFTWARE 

6 

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CIRCLE #120 ON READER SERVICE CARD. 



PAGE 34 



ANALOG COMPUTING 



ISSUE 19 



SUPERIOR QUALITY 
PERIPHERALS 



from 
Convologic 



The BYTEWRITER is a multi-use EPROM burner that interfaces 
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CIRCLE #121 ON READER SERVICE CARD 




162 IF P1-Z THEN Y=88+ZFAC*CPC5 CflRGi+9 

8J+PCSCftRG2+90J J 

164 IF PT=3 THEN Y=88+ZFflC»CPC5 CflRClJ + 

PCSCfiR62+903) 

166 IF PT=4 THEH Y=88+ZFftC«CPC5 f ftRGlJ* 

PC5CftRG2+90J) 

168 IF PT=5 THEH V=88+ZFftC*CPCS (ftRGlJ - 

PCSCflRG2JJ 

178 IF PT=6 THEH Y=8e+ZF<iC»CPC5 tftRGl+9 

05-PCSfflRG2+9e3J 

172 IF PT=7 THEN Y=88+ZFfiC»tPCS CflRGlJ* 

PC5CflRG23) 

174 IF PT=8 THEH Y=88+ZFAC» (PC5 CfiRGl+9 

0J»PC5fflRG2+963 J 

178 IF H=Ke THEN PLOT H,Y 

179 IF KOK8 THEH DRAMTO K,Y 
188 NEKT X 

200 50UND 8,40,10,6:FOR M-i. TO 50 : NEXT 

M:SOUND 0,6,0,0 
205 GOTO 145 

210 PRINT "PRINTER CY/H3 "; :IHPUT YH$:I 
F YHS="Y" THEN GOSUB 9000 
215 PRIHT "NEW GRAPH fV/HJ ";: INPUT YNS 
:IF YNS<>"Y" THEN 145 
228 GOTO 110 

9800 OPEN tt7,8,0,"P:":TRAP 9060:PRIHT 
tt7:P5U=PEEKt559) :POKE 559, O : fi=PEEK (88J 
+256»PEEKC89) 

9002 IF PEEKC1536}=ie4 THEN 9018 
9884 RESTORE 9006:FOR K=1536 TO 1577:R 
EAD K:POKE K,K:NEKT K 

9886 DATA 104,184,133,284,184,133,283, 
184,133,286,184,133,205,162,191,168,8, 
177,203,72,138,168,184,145,265 
9088 DATA 202,246,13,24,165,203,185,48 
,133,203,144,234,230,284,288,238,96 

9010 PRINT tt7;TABZSfl,14);" K1=";K1; 
" K2— " " K2 

9011 PRINT'«7;TABZStl,14)," PATTERN: 

II ■ 

9812 FOR J=l TO NPATiPRIHT tt7;PATCJ);" 

"' iHEXT J ; PRINT ft7 
9814'PRINT tt7;CHR5{27J ;CHR$(65) jCHR^CO 
] 

9015 K0UTS=CHH$C174J : KOUTS tl92J =CHR$ (1 
74) :X0UT$C2)=H0UTSti} 

9816 PRIHT tt7:TABZS;CHR5{27);CHR5C75); 
CHRStl92J ;CHR5{8) jXOUTS 

9020 FOR J=A TO A+39 : H0UTS=TSTS : Z=U5R t 
1536, J,ADRCXOUTS)J 

9823 IF K0UTS=T5TS THEN PRINT tt7;TABZS 
:GOTO 9845 

9825 PRINT »7 : TABZS; CHRS C27) ; CHRS C75) ,■ 
CHRS tl92> j CHRS t8) J XOUTS 
9845 NEKT J 

9847 K0UT$=CHR5tll7} : HOUT$ (192) rCHRS CI 
17) :K0UTS{2)=K0UTStl) 

9848 PRINT tt7 : TABZS J CHR5 {27) ; CHRS C75) ; 
CHRSa92) jCHRSte) :K0UT5 

9858 PRINT tt7; CHRS (27) ; CHRS (64) :PRINT 

lt7:P0KE 559,P5U:TRAP 48888:CL05E tt7:RE 

TURN 

9866 PRINT tt7; "ERROR-"; PEEK (195) ; " AT 

LINE ";PEEK(186)+256«PEEK(187) :G0T0 98 

58 



CHECKSUM DATA 
(See page 21) 



iOg„BfiXg 75,934,818,335.770.181,188,19 
2,804,70,246,364,6lS,686,7o6,6958 ' 
153 DATA 634,643,180,772,472,474,206,7 
91,200,792,686,256,782,789,767,8384 
216 DATA 182,574,694,654,686,535,962,7 
23,575,936,552,816,155,588,219,8765 
!?I? DftTA 362,587,517,162,595,184,194, 



i^J 



CIRCLE #122 ON READER SERVICE CARD. 



ISSUE 19 



ANALOG COMPUTING 



PAGE 35 




artwork by Tom Hudson 







^D^ 




16K Cassette or 24K Disk 



by Lew Thomits, Jr. 



The idea for this game came from an article in 
Analog — Science Fiction/ Science Fact Magazine (no 
relation to ANALOG Computing). The article, 
entitled Blivit in the B-Ring, was written by Richard C. 
Hoagland. In it, Hoagland presented facts and specu- 
lation about an object in Saturn's B-Ring that had 
cleared a hundred-meter gap between the rings. Sev- 
eral explanations for this phenomenon were pre- 
sented, such as a tiny, primordial black hole or an 
extraterrestrial artifact. For purposes of this game, I 
chose the latter. 



Typing it in. 

Before typing anything, look at the listings accom- 
panying this article. 

Listing 1 is the BASIC data and data check- 
ing routine. This listing is used to create both 
cassette and disk versions of Battle in the B- 
Ring. The data statements are listed in hexade- 
cimal (base 16), so the program will fit in 16K 
cassette systems. This makes typing more diffi- 
cult, but it's a necessary evil. 



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For your Atari 400/600/800/1200, you will need the Atari Cassette Recorder and the 
Dorsett 4001 Educational Master Cartridge, $9.95. For your Apple II, you will need 
the Dorsett M402 T/T plug-in board. $99.00, and the M401 stereo cassette player. 
$79.00. All programs listed are available (or TRS 80, I, III, 4, which require the M203 
speaker converter, $99.00, and 401 stereo cassette player, $79.00. 

$59.90 for an album containing a 16-program course (8 cassettes with 2 programs 
each at $3.75 per program). $8.80 for a 2-program cassette. 

Send tor a catalog of over 1000 programs for Atari. TRS 80. Apple, etc. 
For more information, or to order call: 

TOLL FREE 1-800-654-3871 

IN OKLAHOMA CALL (405) 288-2301 




ilf 



RSETT 

Educational Systems, Inc. 

Box 1226, Norman, OK 73070 



MostotOord ) 



V/SA' 



CIRCLE #123 ON READER SERVICE CARD. 



ISSUE 19 



ANALOG COMPUTING 



PAGE 37 



Listirvg 2 is the assembly-language source 
code for Battle in the B-Ring, created with the 
OSS MAC/65 assembler. You do not have to 
type this listing to play the game! It is included 
for those readers interested in assembly lan- 
guage. 

Follow the instructions below to make either a 
cassette or disk version of Battle in the B-Ring. 

Cassette instructions, 

1 . Type Listing 1 into your computer using 
the BASIC cartridge, and verify your typing 
with C:CHECK (see page 21). 

2. Type RUN and press RETURN. The pro- 
gram will begin and ask: 

MAKE CASSETTE (0) OR DISK (1)? 

Type and press RETURN. The program will 
checking the DATA statements, printing the line 
number of each as it goes. It will alert you if it 
finds any problems. Fix any incorrect lines and 
re-RUN the program if necessary, until all errors 
are eliminated. 

3. When all DATA lines are correct, the com- 
puter will beep twice and prompt you to 
"'READY CASSETTE AND PRESS RE- 
TURN." Insert a blank cassette in you recorder, 
press the RECORD and PLAY buttons simul- 
taneously and hit RETURN. The message 
"WRITING FILE" will appear, and the pro- 
gram will create a machine-language boot tape 
version of Battle in the B-Ring, printing each 
DATA line number as it goes. When the 
READY prompt appears, the game is recorded 
and ready to play. CSAVE the BASIC program 
onto a separate tape before continuing. 

4. To play the game, rewind the tape created 
by the BASIC program to the beginning. Turn 
your computer OFF and remove all cartridges. 
Press the PLAY button on your recorder and 
turn ON your computer while holding down the 
START key. If you have a 600 or 800 XL com- 
puter, you must hold the START and OPTION 
keys when you turn on the power. The compu- 
ter will "beep" once. Hit the RETURN key and 
Battle in the B-Ring will load and run auto- 
matically. 

Disk instructions. 

1 . Type Listing 1 into your computer using 
the BASIC cartridge, and verify your typing 
with D:CHECK2 (see page 21). 

2. Type RUN and press RETURN. The pro- 
gram will ask: 

MAKE CASSETTE (0) OR DISK (1)7 

Type 1 and press RETURN. The program will 
begin checking the DATA statements, printing 
the line number of each as it goes. It will alert 



you if it finds any problems. Fix any incorrect 
lines and re-RUN the program if necessary, until 
all errors are eliminated. 

3. When all DATA lines are correct, you will 
be prompted to "INSERT DATA WITH DOS, 
PRESS RETURN." Put a disk containing DOS 
2.0S into drive #1 and press RETURN. The 
message "WRITING FILE" will appear and the 
program will create an AUTORUN.SYS file on 
the disk, displaying each DATA line number as 
it goes. When the READY prompt appears, the 
game is ready to play. Be sure the BASIC pro- 
gram is SAVEd before continuing. 

4. To play the game, insert the disk containing 
the AUTORUN.SYS file into drive #1. Turn 
your computer OFF, remove all cartridges and 
turn the computer back ON. Battle in the 
B-Ring will load and run automatically. 

The game. 

In the B-Ring of Saturn, a huge extraterrestrial arti- 
fact has been discovered. It is a Bussard ramjet of 
alien manufacture; a huge, hydrogen-gulping behe- 
moth that has traveled between stars and is now 
orbiting, dormant, around our sixth planet. The two 
most powerful nations on earth have launched mis- 
sions to retrieve the alien vessel and study its 
advanced technology. Neither side wishes to share 
the prize, so a battle is inevitable. 

To play the game, plug joysticks into ports one and 
two. Once the program has been loaded, the menu 
will appear. Pressing the OPTION key will highlight 
the game selection (collisions, ring density, ring 
speed). Pressing the SELECT key will choose the 
particular variation (non-scoring or scoring colli- 
sions; low, medium or high density rings; and slow or 
fast ring speed). Pressing START returns you to the 
game screen, where gameplay is initiated by pressing 
the joystick trigger button. Pressing any of the three 
console buttons during gameplay returns you to the 



menu. 



There are many dangers in Saturn's rings. You 
must avoid collisions with the chunks of rocks and 
ice that constitute the rings themselves, and the elec- 
trical discharges that randomly arc across the gap. 
You should also be aware that the artifact is still 
active and will fire its missiles at anything in its path. 

Player movements are controlled by the joysticks. 
Your missiles are fired by pressing your trigger but- 
ton. Each player may have only one missile on screen 
at a time. Missile directions, either left or right, are 
controlled by the computer. Player destruction oc- 
curs when your saucer has suffered a total of ten 
collisions with missiles or ring debris. Collision 
counters appear at the bottom of the screen. If the 
non-scoring option is used, collisions with ring debris 
do not count. Contacts with the white-hot nozzle of 
the artifact or the electrical discharges are instantly 



PAGE 38 



ANALOG COMPUTING 



ISSUE 19 



fatal. Colliding with the opposing player's saucer 
results in the destruction of both players. 

To win the game, you nnust hit the rocket nozzle of 
the artifact with one of your missiles. The artifact will 
stop, and the nozzle will begin to cool. Once it has 
cooled you must dock your saucer with it. If the 
other player has been destroyed you have won, and 
the game is over. If not, then you're a sitting duck. 
You can neither fire nor retreat while docked, but 
your opponent retains his mobility. It's either him or 
you! Only one person can rescue the alien ship! D 



BASIC listing. 



18 REM *K* BATTLE IK THE B RING «*# 

20 TRAP 20:? "HftKE Cfi55ETTE {83^, OR !>I 

5K' tl3'"j:IHPUT 05K:IF DSK>1 THEN 20 

30 TRiiP 4O800:eflTft 0,1.2,3,4,5,6,7,8,9 

,0,0,0,8,6,8,6,10,11,12,13,14,15 

40 DIM DflTSCgiJ ,HEHf22) :FOR K=e TO 22; 

READ N:HEKCX3=H;NEHT K ; LINE=990 : RESTOR 

E 1006: TRAP 120:? "CHECKIHG DflTft" 

50 LI«E=LIKEU0;'' "LIHE:";LINE;REftD Dfl 

T5:IF LEN(&ftT$)<>90 THEK 220 

60 DfiTLIH=PEEKtl333+PEEK(1843K256:IF D 

ftTLI«<>LIHE THEN ? "LINE ";LIHE:" HI55 

ING!";END 

70 FOR K=l TO 89 STEP 2 : Dl = ft5C CDftTS CX, 

K)5-48;D2=a5CfDflTSfK+l,K+l) J-48:B¥TE=H 

EXtD15#16+HEXfD2) 

80 IF PflS5=2 THEN PUT ai,BYTE:NEKT K:R 

Eftf) CHK5UM;G0T0 58 

98 T0TftL=TOTAL+BYTE:IF T0TflL>999 THEN 

TOTftL-TOTfiL-1800 

180 NEXT X:REftD CHK5UM:IF T0Tflt=CHK5UM 

THEM 56 
lie GOTO 228 

126 IF PEEKC1953 06 THEN 228 
ISa IF Pft55=e THEN 170 
140 IF HOT DSK THEN 160 
156 PUT »1,224;PUT ttl,2:PUT »1,225;PUT 

tti,2;PyT ttl,0;PUT «i, 32: CLOSE tti:ENi) 
160 FOR K=:l TO 79:PUT ttl,e;NEXT X:CL05 
E ttl;EN& 

170 IF NOT 05K THEN 206 

180 ? "INSERT DISK WITH DOS, PRESS RET 
URN"j:DIM INS(1):IMPUT INS:OPEN «1,8,6 
,"D:ftUTORUN.SYS" 
196 PUT «1,255:PUT ttl,255;PUT «1,8:PUT 

»1,S2:PUT fii,l,{6:PUT ai,45:G0T0 218 
206 ? "READY CASSETTE AMD PRESS RETURN 
"i:OPEN ttl,8,128,"C;":RE5T0RE 239:F0R 
X=l TO 40:READ W;PUT ai,K:NEXT X 
216 ? :? "WRITING FILE" : PASS=2 : LIHE=99 
0;RESTORE 1800:TRAP X28:G0T0 50 
228 ? "BAD DATA; LIKE ";LINE:EKD 
238 DATA 8,28,216,31,255.31,169,6,141, 
47,2,169,60,141,2,211,169,0,141,231,2, 
133,14,169,56,141,232,2 

246 DATA 133,15,159,0,133,16.169,32,13 
3,11,24,96 

1686 DATA D8A203B&C02A9DC4e2BDBC2fi3DDC 
66CA10FlA9008D88D2A9038DeFD24C302C48A5 
CA8D04D4A92CSD0002684e48,46 
1610 DATA A5CC8D04©4A9398D8e62684e48A9 
823D0AD48D61D4A9498D0062684848A5CA8D04 
D4a9568D6Oe258404Sa5C98D,753 
1626 DATA 04D4A91F8D60e26846A981ACDDe6 
A2e0205CE4A5C9C969D00160C6C9A5C9Fe0160 
A90885C9A2BFADO506C96AF0,975 
1930 DATA 061869O14C9026A9089D0206698e 
9D33064986CACACAD8F16flA9e2A2 80ACDD6688 
265CE4A5C9C909D8ei68C6Cfl,901 
1046 DATA A5CAFe2BA5B8Fe25C6B8A5B88D62 
DeAEE206A6ieBD532A9iB2E888iOF78EE2e5E6 
4BD08AA2O08EE2e68Ee2D0B6,31 
1650 DATA B86OA90885CAA20CAD1586C96AF0 
06186 9014CF82Oa9Oe9Di2e&69809D26064980 
CACACAD0F1A5B8D033AD0AD2,181 



1060 DATA 298F85CD1869O2185DlE66fle02D3 

F206F08488i8F860A5CDeAe60fll8693885B88D 

82D0A9CS8De0D28D61D2A904, 740 

187G DATA 8DlE62t58A9C68D6ED4A0DBe68D81 

D4A5C98D64D4A5CBC9i0C'0634C62E4ADEB86F0 

6DC988F889EEEBe6ADEBe68D,697 

1080 DATA 83D2E6CBfl5C8296iF0e34C62E4C6 

CCA5CB298F85CB4AAfiBD4B2ft8D2410A5B9F067 

C6B9A5B98D03D8A5CCF6634e,673 

1098 DATA 62E4A90885CCAD2206C995D88FA2 

Ee86B98Ee2D2A2818Ee3D28EEB86C924D8eBA2 

ee8Ee2D28E03D28EEB06A6Cl,3i8 

1188 DATA E80eD84C18C98D904718C91£B042 

38E98DOA0A6A85CDA9CC38E5CD85CDA28018B5 

B0C96B9eeC18C982B00 71865,39? 

1110 DATA B6C5CD9808E8EeS2DeE84C1222A5 

CD85ClBDe7D6A9268D90D2A98E8DaiD2A9058D 

lE02AD2206C93FF0861869ei .632 

1126 DATA 4C2122A9e08D22068D25864C62E4 

A21FA90695B89DE006CAieFSA9e985C9A91085 

CBA9048DDB06A980AAA8A918,523 

1130 DATA 8D07D4A91B85C3A91C85B4A91D85 

B5A91E85B3A9E085CFA91285BB8DF462A96085 

BA85CEAAA8B1CE91BAC8DOF9,103 

1146 DATA E6B8E5CFE8E002D0F0C6BBCSBBA0 

O8A90885BAB90F299iBAC8C078D0F6A260A0D0 

86B6BD0B2A91BAE8E038F908,1O 

1150 DATA C8DOF3E6BB4C9922A24DA8088C2F 

02BDC4 2A9D0e66CAi6F7A9068C3e828D3102AD 

066685BB84BA98Aft91BAC8D6,425 

1166 DATA FBE6BBE8E8eBD6F4A288AD66e685 

BBADDCO685CF86BAAD0ftD22903A8B9e72A85CE 

18AC0AD2C86BBOF8BiBAC9G8,619 

1170 DATA D0F2AD0AO2290FFOF905CE91BAE8 

E4CFDeD7A20ei8A5BA698685BA9682E6BBA5BB 

CD1F06D067A4CF88888884CF,218 

1188 DATA CD26a6DeB7ADlF0685BBADeAD229 

03A8B9672A85CEADeflD22983A8B9872O85CF18 

AD0AD2F6FAC969B8F685BA9D, 856 

1190 DATA F266AO0eBlBAD0EBAD8AD2290FFe 

F96 5CE91BAAD0AD2298FF8F905CFAe8091BAE8 

E003&888A9O0A2i29D0©6?9D,848 

1286 DATA 8007CA10F7AO14AD060585BB85CF 

A96B85CEE886BABlBA91CE8810F9A014E8fl5Bfl 

18698685BA9e02E6BBA5CE18,44 

1210 DATA 698685CE9ee2E6CFE012D6DCA8e3 

B94 72A9920188810F7A9108D64868D6EeSA9ee 

Afi8D63658D6D66A91885B!58A,lll 

1226 DATA 85BAA891BAC8D0FBE6BBE8E088De 

F4A205A9e69D62D0CAlOFAA96C85B2A9038DlD 

D8A93E8D2F028D1ED8A9788D,466 

1230 DATA 61D085B78De0DO85B6A9C485BlA9 

2385B885BAA5B485B8A5B185CEASB585CFA8e7 

B9862991BA9iCE8810F6E6CF,232 

1240 DATA E5CFAO74A90e85CEA9ei91CEC8C0 

7CDOF9A070A9Ce91C2A67F91C2A203Bf>Ra2f;9D 

C80 2CA18F7A9688D64D485Cfi,810 

1250 DATA 85CC8D1FD985C5A90985C4A9638D 

260269268 D2702A9eiA26eA804285CE4A9Ae8D 

2882A9288D290 2A902A200A0,434 

1266 DATA 03205CE4A967A221A63F205CE4A9 

208D8102A91F8Dee62A9C08D9ED4A9018DlB!>0 

AD8402D0834CC624AD85e2De,35 

1270 DATA F3A98F8D1C82AD1C02D8FB85CBA9 

8885C9A9818D1C62E6C8A5C82961AA85C8B5B6 

Oe034C0127ft5CBC9ieDO17EE,567 

1280 DATA E8O6ADE88e291F8DE806D0OAADC3 

02C994F803CEC3e2BDEO6rjF04EFEE6e6BDE5e6 

29039DE666D021BCftA2fiBDEC,405 

1290 DATA 66C986F08CDEEC66BDECe699e5&2 

4C352SA9009904D29905D29DECe6BDCO02C99F 

F6eCFEC082FEC082FECOe24C.139 

1360 DATA 0127BDE6e62981Fee34C01274C2? 

28BDEE06F8034C1426ADe8DeF81EAe8684C18C 

07D08riED8C904F0ieAACA86, 817 

1310 &ATA C2ft0e6206626A6C228EF27A6C8BD 

6CDeF829C984D8034C0F28C908D01BADC302C9 

94FO034CeF28BCAe2AB9B6O6,916 

1320 DATA 8DiE&8De834CEF284C61274C8728 

BDe0D6F069Z091272e77282OD828BDe8DeF648 

C904Dee620D8284C0126C908,309 

1336 DATA D0152eD828fi9ie85CBA9608D2418 

8D02D28D63D24C8126B4C6ftACABDE606F6e34C 

01272066268 A4 A AA2eEF27A6, 89 

1340 DATA C829912720D828BD84DOFe398DlE 

O0267728fi»DEe6&88320EF27FEEE66BDEE66C9 

e4D005ft9009DEE86B5C4A8B9,632 



ISSUE 19 



ANALOG COMPUTING 



PAGE 39 



135Q OftTfl F629C3e5D86B18B5B8C375O304B8 

fl2fl965fl82fl66264CO127BD8402DO09854DB5BF 

DOe34CB127BD7802C90FD005,391 

1360 DflTfi 2OC8264C012738E505fi895C42066 

264Cei27B5B61873E229C9ClF009C92FF0059D 

00D095B6B5B485BBB5BOi879, 562 

1J70 DCtTA EC29C9C5F041C922F83D85Bft95B9 

08076986299 1B(18819F8FEE406BDE40629079D 

E406<:i8B9O22ftO88491BflBDE9, 904 

1380 DATA 06F00160B&E4062901fl8BDfifl2ftftrt 

B9AC2fl9D94D2ft'3a59DQ5&26aB5Be85BflB5B485 

BBFEE406BDE406290F9DE4O6, 738 

1390 OfiTO 4Ofl839fl22flflOe491BaBDE906FO01 

68BDE40629O34flfl8BD6Q2fl«ftB9flE2fl9D04D2A9 

fl59De5D260i:i5BFr 005(^28020, 278 

1408 DflTft C228fi5C8FO85ft20120C228fi5ClF8 

07C6Clfl5C18D07!>0fiDlE02D8068D00D28D81!>2 

ODlFO8C907FO034CEF2 8ilDE9,999 

1418 DATA 86Fe85fl280207727ftDEA86F885ft2 

81287727ft5BEF024EEF106«DF19629638DF106 

D017fl5BE85C2fl9088D86D085, 151 

1420 DflTft BEAO04BlC259B22ft91C28810F6fiD 

lCe2D0FB4CD024FEE906FEE906BDE906C930F0 

078Cflfl2fl99e4D26Sft9909DE9,236 

1430 DflTfi e660A5BEP00160B5BF8D06DeB5BC 

38E98285BE85C2ft804BlC219B22ia31C28810F6 

6ei8a5B6C5B7BD432fi9803BD,65 

1440 DATA 452fl95C6BCs5a2aft9089984l>29DE9 

06fl98B9905D2B4C6B5B61879002ft95BFB5BO18 

690595BC85C2ftO00BlC21DB0, 598 

1450 DflTfl 2fl91C24C4O26207728BC9E2aB964 

06186901C91flF08499649668fi918996406fl911 

9963066858207728BCflfl2flfi9, 952 

1460 DfiTrt C89904D2ft98F9905D29DEC86fl99O 

9DC802B5B085BftB5B485BB86C2BDE086ftflfl007 

B&8E2991BftE88810F7EO48F0,565 

1470 DflTfl 098ftfl6C29DE8064C0127ft908O6C8 

9DE0069D00D095B695BO8DlED0BCfl<12fl9904D2 

99e5D2EEF806fl!>F006C302D0,346 

1488 DGTfi 034CEF284e0127O9C88D80O2ft98E 

8O81D269058DlE825O207728fi208A808ft99E8D 

C0028DC102ft5B185Bflfl5B585,297 

1498 DftTfi BBA5B485BlB08E2991Bft91B8E8C8 

CO08l>eF3ft9028DlE02fl888flDlE82D8FBEe48D8 

E34CEF28B4C6B5BF1379E229,654 

1500 OOTft C9DCF80aC928F80695BF9D04D060 

fi9009DO4D095BF8DlED0ft8B5BC85C2BlC25DB0 

2fi91C260fl91E3DlC82ftDlC02,428 

1510 DflTfi DeFBfi0e799e0D09900D288i0F7ft9 

1085CBA98985C94C302C08i838?F7E183C2089 

1C7E7F3C18000000103C7808,396 

1528 OfiTfi 00000800187E3E7C6400183E7C3C 

187E3C7800607C383C7E06Q81C3C1E3C7E7E38 

088088183810800800000818,510 

1530 DflTfl 2888Sfl8e988000387E183008000e 

0808183C7E7888e03C3ElE7C382880800808e8 

3F6E34880818783C3E1C0008,9 

1548 OftTft 007C3E3C1C3E7880001838FEFEFE 

38800OG84813FEflftFE3Oe48824887EaflFD1888 

240O522C293C402400910842,620 

1558 OflTfl 2A4A10229100198i520092892080 

01400288514081008000094188000000000080 

0O08800O302C393200110000,479 

1560 DflTfl 8880302039320012000081818188 

FFFFFFOe80OQ01FF80flO81FF0888eiFF818006 

880504820099080000090000,276 

1570 OftTfl O0FE084080C0FF3F1F0O00808O00 

FFFFFFOO08888000FFFFFFlF0F0?03e7FEFEDE 

O20000B888FCF8FaE8000000, 552 

1580 DflTfl 08FEFCF8FO009e8O00F8F0EeC000 

000eO0828506829fliBiCDD9F9EA8e880808O00 

188818188810081908981808,525 

1598 DOTfH 1818191808180883048819081008 

18108818881010180310081888881808100808 

181010080804100808100810,85 

1600 DftTA 0884881929291888188004031008 

18100808900il0180?EBEOEEEF5FaFCFE0002fl8 

fifiB4BEe30C2818303020i8Cfl,229 

1610 DflTfl 469E9E0ft8400O8282544797O707O 

20568087568888566889560880568888805688 

0C56O90R56080E568O0FB0D6,654 

1620 J>ATft eei0560019BO56800F56800E5680 

01>56800C8955 89865660005680095680835688 

8746CE29466OO6294i880670,805 

1638 DOTO 70707947332B8770465D2B787047 

FE28470D2C784 76E2B478D2B78477E2B47B42B 

704112280000000000626174,142 



1648 DOTO 746C65O8e96E0888OO80Oe886888 

0880e8746865ee620e72696E57080088808822 

398e2025378834282F2D2934,37 

1658 DOTO 3388e088e8F2E9EEE78eE4E5EEF3 

E9F4F9O80Oa800©8F2E9EEE7O0F3F8E5E5E480 

08000000000900OCAFB70008, 339 

1660 DATA 0098006000000860056409850080 

80000800880088030907080888088888000000 

88B3OCflFB70986O080080O00,745 

1678 DOTO 0808018384089880808008080832 

292E27OO24252E332934390O0008e80032292E 

270033302525240809009000.312 

1688 DOTO E3EFECECE9F3E9EFEEF300888800 

08232F2C2C2933292F2E3300900900000888B3 

O3OFB2O9OEO700e000809000,331 

1690 DOTO flEOFOEB3O3OFB2O9OEO70O889999 

88O90e8D2Fe2OCDFe6O9E88DF482O9828DOB06 

O912O22B8D38828E3102a93E,143 

1780 DOTO 8D2F82ADlFD8C986D88B8CDF05fl9 

1429652D4C2A22C903DO59C001F01BC002F02E 

O9EFO22B8D212B8E222BO9D0,927 

1710 DOTO ft22B80282B8E292B4C812CA96E02 

2B8D28288E292Sfl9E0022B8D2F2B8E3e2B4CBl 

2CO97EO22B8D2F2B8E392BA9,305 

1720 DOTO FEO22B8&212B8E222BC8C883D002 

O000O92820662D4C512CC905D88OC881F02DC8 

82F06OODDEO6FO12O9088DDE,318 

1730 DOTO e6098D022C8D242B3E252B4C5E2D 

O9818DDE06O91CO22C8D242B8E2S2B4C5E2DOD 

DC06C9BOF916C98CF024ft98fl,588 

1740 DOTO 8DDC86098D022B8D2B2B8E2C2B4C 

5E2DO90C8DDO06O99Oft2288D2B2B8E2C2B4C5E 

2DO98E8DDC06ft9O7ft22B8D2B,83 

1750 DOTO 2B8E2C2B4C5E2DOODD05C904F012 

O9O48DDD06A9B4O22B8D322B8E332B4C5E2DO9 

038DDO06O9C8O22B8D322B8E,595 

1760 DATA 332BO91E29662D4C512C8D00D2O9 

OF8D01R2A98F8DlC02ODlCe289Oe8D81O249O8 

D0F48D08D28DeiD2688088eO.978 



CHECKSUM DATA 
(See page 21) 



10 DOTO 322,351,496,811,423,729,208,60 

3,555,573,694,613,29,205,214,6818 

168 DOTO 771,198,962,631,491,38,155,11 

4,169,239,827,872,735,188,898,7272 

1868 DATA 884,258,194,78,971,848,833,2 

00,347,960,439,220,298,168,335,6945 

1210 DATA 898,335,199,138,732,33,251,1 

88,191,749,72,627,8,49,749,5283 

1360 DATA 817,35,214,132,72,749,2^1,13 

,996,698,193,31,902,77,186,5308 

1510 DATA 712,481,988,662,725,28,885,3 

57, 915, 518, 152, 188, 416, 156, 782, 7537 

1668 DATA 186,875,751,51,10,220,961,21 

3,689,249,814,4859 



(Assembly language listing starts next page.) 



Coming 
next issue: 

BACTERION! 



"J 
Kyle Peacock 



I •»• BATTLE IN THE B RINB ••• 

! 

!ZERa PftBE VARIftBLES 



PBLB 

PBLl 

PBL2 

PBH2 

PBHa 

PBHl 

XPB 

XPl 

XP2 

XP3 

PMVL 

PMVH 

11BL0 

MBLl 

MBU2 

tne 
xni 
xn3 

MBL 

MBH 

STDIR 

M13DIR 

XREB 

SCRLBl 

SCRLl 

SCRL2 

3CRLI 

MftTH 

INTL 

INTH 



»Ba 

»Bl 

• B2 
»B3 
»B4 
»B3 
«B6 
»E7 
*B8 
«B9 
*BA 

aSB 

*BC 
»BD 
(BE 
»BF 

• CO 

• CI 
»C2 

• CJ 

• C4 
»C6 
»C8 
»C7 
»CA 
»CB 
»CC 
»CD 
*CE 

• CF 



VD3LST a «0200 

CDTMAl - »«226 

CDTt1B2 = »a228 

flTRflCT « ♦4D 

! 

iGAME SET-UP BEBINS 



iPABE SIX VARIABLES 



CHINV 

ADENS 

fiSPEED 

SCFLA8 

YMENU 

EXCNTR 

LICNTR 

ROCNTR 

EDCNTR 

TCCNTR 

S3CNTR 

RRCNTR 

E3CNTR 

BOCNTR 

DECNTR 

nXCNTR 

LIPOS 



tebDB 

• 06DC 
»a6DD 
>|96DE 
«e6DF 

»«6E2 

«e&E4 

• a6E6 
««iE8 
t^bE.'> 

• 0&EB 
»a6EC 
>0lbEE 
tISbFe 
«»6FI 
»96F2 



1 SYSTEM EEUATES 



CHBAS 

SDMCTL 

SDLSTL 

3DL3TH 

STICKei 

3TRIS0 

STRISI 

PCOLRe 

COLDR0 

PC0LR3 

PCQLRl 

HPO3P0 

HPOSPl 

HP0SP2 

HP03P3 

Hposne 
HPOsni 

HPQSM2 
HP0SM3 
PiaPL 

n3PL 
paPL 

CONSOL 

HITCLR 

BRACTL 

CHACTL 

HSCROL 

PMBASE 

W3YNC 

AUDFl 

AUDCl 

AU0F2 

ALIDi:2 

AUDF3 

AUDC3 

AUDCTL 

RANDOn 

NMIEN 

PRIOR 

SKCTL 

3ETVBV 

XITVBV 

CDTMV3 

CDTMV4 



• a2F4 

• B22F 
««23a 
«e231 
»a278 

• 0284 

• 0285 

• 02C0 

• 02C4 

• 02C3 

• 02C1 
»D000 

• 0001 

• 1)002 

• D003 

• 0004 

• D005 

• 0006 

• 0007 

• D00S 

• D00B 

• D00C 

• D01F 

• D01E 

• D01D 

• D401 

• 0404 

• D407 

• D40A 

• D200 

• D201 

• D202 

• D203 

• D204 

• D203 

• 02(53 

• D20A 

• D40E 

• D01B 

• D20F 

• E45C 

• E462 

• 02 IC 

• a2lE 



CLD 
LDX 
LDft 
ST A 
LDA 
STA 
DEX 
BPL 
LDA 
STA 
LDA 
STA 
OMP 
PHA 
LDA 
STA 
LDA 
STA 
FLA 
RTI 
PHA 
LDA 
STA 
LDA 
STA 
PLA 
RTI 
PHA 
LDA 
STA 
STA 
LDA 
STA 
PLA 
RTI 
PHA 
LDA 
STA 
LDA 
STA 
PLA 
RTI 
PHA 
LDA 
STA 
LDA 
STA 
PLA 
RTI 



• 3 

PFCOL.X I set 
CDLORa.x Iplay-fteld 
HSEL.X scolors 
ADENS. X 



COLLP 

«0 

AUDCTL 

»3 

SKCTL 

MENU 

SCRLl 
HSCROL 
»DL1&^FF 
VDSLST 



SCRL3 
HSCROL 
»DL2S<»FF 
VDSLST 



1 Initial Ize 
i sounds 



•2 (turns 
WSYNC icharactsrs 
CHACTL iright side 
«DL3ti»FF iup bottom 
VDSLST jscreen half 



SCRLl 
HSCROL 
• DL4S<»FF 
VDSLST 



3CRL0 
HSCROL 
HDLIRTNMFF 
VDSLST 



SSCROLL ROUTINE-TIMER 1-FOR TOPHOST 
lAND BOTTOMMOST RINBS 



SCROLL 


LDA 


»1 






LDY 


ASPEED 






LDX 


• 


Oet System 




JSR 


SETVBV 


; timer 1 




LDA 


SCRL0 






ChP 


*9 






BNE 


DECC<? 






RTS 






DECC9 


DEC 


SCRL0 


sscroll value 




LDA 


SCRLB 


f+Dr too and 




BEQ 


PSCRL 


J bat torn r i ngs 




RTS 






P3CRL 


LDA 


OS 


jreset scroll 




STA 


3CRL0 


; val ue 




LDX 


»13 






LDA 


• 0603 


icheck for 




CMP 


»iat> 


1 wraparound 




BEQ 


PFLIP 


Kilo 




CLC 








ADC 


»1 


i f 1 1 p to next 




JMP 


HLOOP 


sdlsplay bvte 


PFLIP 


LDA 


•a 




HLOOP 


STA 


•0602, X 


(store new 




DRA 


m28 


(low bytes In 




STA 


»0li33. X 


(display 11 St 




EOR 


• 128 






DEX 








DEX 








DEX 








ENE 


HLOOP 






RTS 







(SCROLL ROUTI 

(INNER RINBS 

( 

SCRLL LDA 
LDX 
LDY 
DEY 
JSR 
LDA 
CMP 
SNE 



NE-TIMER 2-FOR TWO 
AND LIQHTNINB 



• 2 
*0 
ASPEED 

SETVBV 
SCRL0 



(scroll 
(routine same 
(as t i mer 1 





RTS 






DECCA 


DEC 


SCRLl 






LDA 


SCRLl 






BED 


HSCRL 






LDA 


XP2 






BES 


T2XIT 






DEC 


XP2 


( change 
( llqhtnlng 




LDA 


XP2 




STA 


HP0SP2 


( posi ti on 




LDX 


LICNTR 


(val ue of 




LOV 


• 24 


(light, shape 
( change 1 ight 


LILOOP 


LDA 


LI3HT X 




STA 


!PBL21,Y (Shape 




INX 








DEY 








BPL 


LILOOP 






3TX 


LICNTR 






CPX 


H73 


(light, over? 




BNE 


T2XIT 


" 




LDX 


«0 


(turn off 




STX 


LICNTR 


( 1 iqhtnlnq 




STX 


HPDSP2 






STX 


XP2 




T2XIT 


RTS 






HSCRL 


LDA 


• 8 






STA 


SCRLl 






LDX 


»12 






LDA 


• 061S 






CMP 


(tl06 






BEQ 


PFLIP3 






CLC 








ADC 


ttl 






JMP 


MLINE 




PFLIP3 


LDA 


• 




MLINE 


STA 


•0612, X 






ORA 


• 128 






STA 


»062i, X 






EOR 


((128 






DEX 








DEX 








DEX 








BNE 


MLINE 






LDA 


XP2 






BNE 


T2EXIT 






LDA 


RANDOM 






AND 


»13 






STA 


MATH 






CLC 








ADC 


tt2 






CLC 








ADC 


• a61E 


(random gap 
( asterol d 




LDY 


K2 


LQCLI 


CMP 


LIPOS. Y 


( pOEl 1 1 on 




BEO 


PUTLI 






DEY 




(Check for 




BPL 


LOCLI 


( asterol d 




RTS 






PUTLI 


LDA 


MATH 






ASL 


A 


( calcul ate 




ASL 


A 


( inl ti al 




ASL 


A 


( I i ghtnl ng 




CLC 




( position 




ADC 


• 36 






STA 


XP2 


(store pos. 




STA 


HP0SP2 






LDA 


• 200 


( 1 ightnlng 
(zap sound 




STA 


AUDFl 




STA 


AUDCl 






LDA 


• 4 






STA 


CDTMV4 




T2EXIT 


RTS 






(VERTICAL BLANK ROUTINE 


(SCROLLS 


ROCKET. ANIMATES FLAME 


VBRTN 


LDA 


• 192 






STA 


NMIEN 


(enable dll 




LDA 


CHINV 






STA 


CHACTL 


( invert upper 
(screen half 




LDA 


SCRL0 




STA 


HSCROL 


( Bcrol 1 for 




LDA 


SCRL2 


5 first ring 




CMP 


• 16 






BNE 


ROAR 






JMP 


XITVBV 




ROAR 


LDA 


RRCNTR 


(time to Inc. 




BEQ 


FLAMCK 


(volume of 




CMP 


• 136 


(rocket roar? 




BEQ 


FLAMCK 






INC 


RRCNTR 






LDA 


RRCNTR 






STA 


AUDC2 




FLAMCK 


INC 


SCRL2 






LDA 


3CRL2 


(time to 




AND 


• 1 


(scroll'' 




BEQ 


SFLAM 






JMP 


XITVBV 




8FLAM 


DEC 


SCRL3 






LDA 


SCRL2 






AND 


• 13 






STA 


SCRL2 






LSR 


A 






TAX 




(get flame 





LD« 


FLTAB, X 


f shaps 




STfl 


♦ 1024 


Idliplay 




LDfl 


XP3 






BEQ 


OUTCK 






DEC 


XP3 


ichangs hot 




LDA 


XP3 


;tail pOB. 




STA 


HPQSP3 




QUTCK 


LDA 


SCRL3 






BEQ 


SCRLH 






jnP 


XITVBV 




SCRLH 


LD« 


• 8 






arfi 


SCRL3 






LDfl 


»B6Z2 


(rocket on 




CHP 


#1 1 


J screen? 




BNE 


ROQFF 






LDX 


• 224 


? yes put hot 
I till 




STX 


XP3 




STX 


AUDF2 


} start sound 




L.DX 


»1Z') 






STX 


AUDC2 






STX 


RRCNTR 




RQQFF 


cnp 


• 36 


;rocket off 




BNE 


CKROM 


i screen? 




LDX 


• 


Jturn off 




STX 


AUDF2 


irocket roar 




STX 


AUDC2 






STX 


RRCNTR 




CKROM 


LDX 


XM3 


Sfflissile in 




CPX 


• 


luse"? 




BNE 


FLIPCK 


JVBE go on 




CLC 




»no 




CMP 


»13 


jrockat on 




BCC 


FLIPCK 


i screen^ 




CLC 








cnp 


• 3S) 






BC3 


FLIPCK 






SEC 








SBC 


• 13 


; cal cul ate 




flSL 


A 


; initial 




ASL 


A 


ireisslle poB 




ASL 


A 






STA 


MATH 






LDA 


• 204 






SEC 








SBC 


MATH 






STA 


MATH 


istore pas. 




LDX 


• e> 




RQMLOOP 


CLC 




; saucer i n 




LDA 


PBLB, X 


Iqap? 




CMP 


• 1U7 






BCC 


TRYAB 






CLC 








CMP 


• lie 






BCS 


TRYflS 






CLC 








LDA 


XPB. X 


(in front of 




CMP 


MATH 


irocket? 




BCC 


STM3 


!yBS 


TRYftS 


INX 








CPX 


• 2 






BNE 


RQMLOOP 






JMP 


FLIPCK 




3TM3 


LDA 


MATH 


; f ire 




STA 


XM3 


jotisBt lea 




STA 


HPD3M3 






LDA 


• 38 


Imlseile 




STB 


AUDFl 


1 sound 




LDA 


• 142 






BTA 


AUDCl 






LDA 


• 3 






STA 


CDTMV4 




FLIPCK 


LDA 


«lil622 






CMP 


• 63 






BEO 


PFLIP3 






CLC 








ADC 


• 1 






JMP 


MLINE3 




PFLIP3 


LDA 


• 13 




nLINE3 


STA 


I0622 






STA 


*e62S 




VBQUT 


JMP 


XITVBV 




itlAIN PROORfin BEQINS 


HERE 


PROB 


LDX 


• 31 


jzero out 




LDA 


•e 


i^ero page+ 


CLZLOOP 


STA 


PBLB, X 
EXCNTR, 


ipage 6 




STA 


X jvariables 




DEX 








BPL 


CLZLOOP 






LDA 


• 9 


s no Bcrol I 




STA 


SCRLB 


Juntll ready 




LDA 


• 16 


; to play 




STA 


3CRL2 






LDA 


• 4 






STA 


CHINV 






LDA 


• 






TAX 








TAY 








LDA 


• 24 






STA 


PMBA3E 


Jpm graphics 
J location 




LDA 


• 27 




STA 


MBH 


{mlssi les 





LDA 928 






STA PBH0 


Iplaysr 




LDA ^29 






STA PBHl 


(player 1 




LDA •30 






STA PBH2 


; pi ayer 2 




LDA ^224 






STA INTH 






LDA ttlS 


(Character 




STA PMVH 


) set on 




STA CHBAS 


(page 18 




LDA *e 






STA PMVL 






STA INTL 






TAX 






TAV 




DWNLD 


LDA (INTL). 


Y (download ram 




STA (PMVL), 


Y (characters 




INY 






BNE DMNLD 






INC PMVH 






INC INTH 






INX 






CPX •2 






BNE DWNLD 






DEC PMVH 






DEC PMVH 






LDY •« 






LDA «a 






STA PMVL 




CHLOOP 


LDA CHTAB.Y 


( load data for 




STA (PMVL) , 


Y (asteroid 




INY 


(Characters 




CPY •isa 






BNE CHLOOP 






LDX »e 






LDY »20a 






STX PMVL 




C2L00P 


LDA C2TAB, X 


( 1 oad data for 




STA (PMVL), 


Y irocket 




INX 


} characters 




CPX ^36 






BED RESET 






INY 






BNE C2L00P 






INC PMVH 






JMP C2LQ0P 




RESET 


LDX ^77 

LDY •« 

STY SDMCTL 




DLOOP 


LDA SDLIST 


X 1 1 oad name 




STA S0600,X (display 




DEX 


(list onto 




BPL DLOOP 


J page si :t 
(tell comp. 




LDA •* 




STY 3DLSTL 


(Mhere dlist 




STA 9DL3TH 


( is 




LDA »a6ai 






STA PMVH 






STY PMVL 






TYA 






TAX 




CLOQP 


STA (PMVL) 


V (Clear 




INY 


( dlBpl ay 




BNE CLOQP 


( area 




INC PMVH 






INX 






CPX •ll 






BNE CLOQP 






LDX *e 






LDA »06a6 






STA PMVH 






LDA ADENS 






STA INTH 






STX PMVL 




RANDC 


LDA RANDOM 


(color for 




AND »Z 


( asterol d 




TAY 


( character 




LDA COLOR. Y 




STA INTL 




RANDP 


CLC 






LDY RANDOM 


( random 




CPY •l^? 


[position 




BCS RANDP 






LDA (PMVL) 


Y 




CMP sa 


( occupl ed"* 




BNE RANDP 


(yes go back 


RANDA 


LDA RANDOM 


( random 




AND •IS 


( aster oi d 




BEQ RANDA 


( character 




QRA INTL 






STA (PMVL) 


,Y (Store in 




INX 


( di spl ay 




CPX INTH 


(line done? 




BNE RANDC 






LDX •» 






CLC 






LDA PMVL 






ADC •128 


(do next line 




3TA PMVL 






BCC ASKIP 






INC PMVH 




ASKIP 


LDA PMVH 







CMP 


• B61F 






BNE 


AENDCK 






LDY 


INTH 






DEY 








DEY 








DEY 








STY 


INTH 




AENDCK 


CMP 


*lil626 


•all lines 




BNE 


RANDC 


( done? 




LDA 


SHilF 






STA 


PMVH 




RANDC2 • 


LDA 


RANDOM 


i same as 




AND 


• 3 


( above but 




TAY 




( for 




LDA 


COLOR, Y 


( asterol ds 




STA 


INTL 


i acr OSS gap 




LDA 


RANDOM 


i from each 




AND 


• 3 


(other for 




TAY 




( 1 ightning 




LDA 


COLOR, Y 






STA 


INTH 




RANDP2 


CLC 








LDA 


RANDOM 






BEQ 


RANDP2 






CMP 


• 105 






BCS 


RANDP2 






STA 


PMVL 






STA 


LIPOS. X 






LDY 


•a 






LDA 


(PMVL) , Y 






BNE 


RANDP2 




RANDA2 


LDA 


RANDOM 






AND 


• 15 






BEQ 


RANDA2 






ORA 


INTL 






STA 


(PMVL) , Y 




RANDA3 


LDA 


RANDOM 






AND 


• 15 






BEQ 


RANDA3 






ORA 


INTH 






LDY 


• 128 






STA 


(PMVL) , Y 






INX 








CPX 


• 3 






BNE 


RANDC2 






LDA 


• 






LDX 


• 18 




CLRAST 


STA 


»a7ae, x 


(Clear lines 




STA 


S0780, X 


(saucer start 




DEX 




( posi t i ons 




BPL 


CLRAST 






LDY 


• 20 






LDA 


*0606 






STA 


PMVH 






STA 


INTH 






LDA 


• 107 






STA 


INTL 






INX 








STX 


PMVL 




WLOOP 


LDA 


(PMVL) . Y 


( wr aparound 




STA 


( INTL) , Y 


( di spl ay 




DEY 




larea for 




BPL 


WLOOP 


( cont i nuouB 




LDY 


• 20 


(scrolling 




INX 








LDA 


PMVL 






CLC 








ADC 


• 128 






STA 


PMVL 






BCC 


(JSKIPl 






INC 


PMVH 




MSK I P 1 


LDA 
CLC 


INTL 






ADC 


• 128 






STA 


INTL 






BCC 


W3KIP2 






INC 


INTH 




WSKIP2 


CPX 


• 18 


(f i hi shed? 




SNE 


WLOOP 


(no go back 




LDY 


• 3 




RQLQOP 


LDA 


ROTAB, Y 


; load rocket 




STA 


»1»2B, Y 


(data 1 nto 




DEY 




(display area 




BPL 


ROLOOP 






LDA 


• 16 






STA 


• 0664 


(initialize 




STA 


sa66E 


( scores 




LDA 


• 






TAX 








STA 


»0663 






STA 


• 066D 






LDA 


• 24 






STA 


PMVH 






TXA 








STA 


PMVL 






TAY 






CLRPMG 


STA 


(PMVLI . Y 


( cl ear pm 




INY 




( graphics 




BNE 


CLRPMQ 


( area 




INC 


PMVH 






INX 








CPX 


• 8 





CO 

c 
m 



> 

> 

I— 
o 
o 

o 
o 

Tl 

c 

H 

z 
o 



"0 

> 

Q 
m 



; Inl i al ire 
pi a vef/ 
missile 



iset 



et up 
raptii 



cs 
; dtna 

iclr callla. 
i i nl ti dl i 2e 
; saucer 
j pDsi 1 1 ons 



LDPLYR3 



BNE CLRPMG 

LDX (t3 

LDA #0 

STfl HP0SP2 
DEX 

BPL 2LD0P 

LDfl #108 

9T« PBL2 

LDA »3 

3TA QRACTU 

LDft *b2 

STfl SDMCTL 

ST« HITCLR 

l-DA »I20 

BTA HP03P1 

STfl XPi 

STA HPOSP0 

STA xpa 

LDA •ft 

STA PBLl 

LDA »33 

STfl PBL0 

STA PnVL 

LDA PBH0 

STB PPIVH 

LDA PBLl 

STA INTL 

LDA PBHl 

STfl INTH 

LDY #7 

LDA PLSHP.Y iload 

STfl (PMVLS.Y Iplaver- 

STfl <INTL1,Y idata ipto 

DEY ipct, area 

BPL LDPLYR3 

INC INTH 

INC INTH 

LDY •lla 

LDA (»ffl 

STA INTL 

LDfl #1 
LDTfilL STA ( INTLl , 

INY 

CPY #124 

BNE LDTAIL 

LDY •IIZ 

LDA •172 

STA (NBL) ,Y 

LDY •I?? 

STfl (HBL) . Y 

LDX »-i 
PCLOOP LDfl PCOL, X 

STfl PCOLR0. 

DEX 

BPL PCLOOP 

LDA *8 

STA H3CR0L 

STA SCRLl 

STA 3CRL3 

STA C0N30L 

STfl STDIR-M 

LDfl •? 

STA STDIR 
) 

ISET SYSTEM TIMERS, 
;VERT. BLANK AND DL! ROUTINES 
I 

LDA II3CR0LL!.»FF jtlirer 

STA COTMfll 

LDA •SCRQLL/236 

STA CDTMAl-H 

LDfl #1 

LDX «0 

LDY #4 

JSR SETVBV 

LDA •SCRLLi»PF I timer 

STA CDTMfl2 

LDA »SCRLL/23i 

STA CDTMn2+l 

LDA #2 

LDX »0 

LDY #3 

JSR SETVBV 

LDA »7 

LDX »VBRTN/236 ivertic 

LDY •VBRTN8i»FF Iblank 

JSR SETVBV 

LDfl •DLIRTN/236 

STfl VDSL3T*1 

LDA •DLIRTN4»FF 

STA VD3L3T 

LDA »192 

STfl NMIEN 

LDfl •! 

STfl PRIOR 
3TL00P LDfl 3TRIS0 

BNE 3B2CK 

JflP QETDEL 
3BZCK LDA STRIBl 

BNE STLOOP 
QETDEL LDA WIS 

STA CDTflVI 



1 1 pad hot 
E roc ko t 
I tal 1 



i set pi av 
1 col ors 



! inl tlal i ze 
» scrol 1 
i set 1 1 nqs 



tdll 

S set plug 
» pri ori ty 
J check 
; tri ggerg 
S+or game 
I start 



DSTLOOP 


LDfl 


CDTMV3 






BNE 


DSTLOOP 




STA 


SCRL2 


lal low 




LDfl 


»a 


1 acrol 1 Ing 




STfl 


SCRLS 




MLOOP 


LDA 


• I 


;game proa 




STfl 


CDTHV3 


; pegl ns 




INC 


XREG 


;move timer 




LDfl 


XREB 


I pi «vr 1 ndex 




AND 


**1 






TAX 








STA 


XREG 






LDfl 


XPB, X 


scheck far 




BNE 


TAILCK 


? dead pi Aysr 




JtIP 


INCM 




TAILCK 


LDA 


SCRL2 


jcheck for 




cnp 


H 16 


; mi Bsi le 




BNE 


EXPCK 


ICQl 1 1 slon 




INC 


TCCNTR 


iwith rocket 




LDA 


TCCNTR 


I tai 1 




AND 


• 3 1 


itime to 




STA 


TCCNTR 


icoal tail? 




BNE 


EXPCK 


! no go on 




LDA 


PCQLR3 






CMP 


• 148 






BEQ 


EXPCK 






DEC 


PC0LR3 


;cool tall 


EXPCK 


LDfl 


EXCNTR. 


X jcheck count 




BEQ 


BOUNCK 


;for player 
X ! exp 1 osl on 




INC 


EDCNTR. 




LDfl 


EDCNTR. 


X 




AND 


• 3 


; ti me to 




STfl 


EDCNTR. 


X ;chanqe exp? 




BNE 


EXLCK 


;no go on 




LDY 


3NDX, X 
E3CNTR. 


;change sound 




LDA 


X iget sound 
!f fnlshed? 




CMP 


• 128 




BEQ 


EX3N0FF 


; ves Q-f + 




DEC 


ESCNTR. 


X ;no maka 




LDA 


ESCNTR. 


X i changes 




STA 


flUDC3. Y 






JMP 


EXLCK 




EX3N0FF 


LDA 


• 


; turn sound 




STfl 


flUDF3, Y 


lo-f f 




STfl 


flUDC3, Y 






STA 


ESCNTR. 


X 


EXLCK 


LDA 


PCOLR0. 


X ;change 




CMP 


• 139 


i col or 




BEQ 


BLINC 






INC 


PCDLRa. 


X 




INC 


PCOLR0, 


X 




INC 


PCOLR0. 


X 




JMP 


INCM 




BLINC 


LDfl 


EDCNTR. 


X 




AND 


• 1 






BEQ 


BLJUMP 






JMP 


INCM 




BLJunp 


JMP 


BLPL 




BOUNCK 


LDfl 


BDCNTB. 


X icheck for 




BEQ 


RMCK 


Ibounce 




JMP 


REBOUND 




RMCK 


LDfl 


n3PL 


scheck for 




BEQ 


PLPLCK 


; col 1 1 si on 




LDY 


• 


5 with 




STY 


XM3 


; rocket" s 




STY 


HP0SM3 


t ml SSI les 




STY 


HITCLR 






CMP 


• 4 






BEQ 


PLPLCK 






TAX 








DEX 








STX 


MBL 






LDY 


• 6 






JSR 


MOVPLYP 






LDX 


MBL 






JSR 


EXPLD 






LDX 


XREB 




PLPLCK 


LDA 


P0PL. X 


;check for 




BEQ 


MPFCK 


', pi aver / 




CMP 


• 4 


jplayer 

9 col 1 I si ons 




BNE 


PL8CK 




JMP 


PBLPL 




PL8CK 


CMP 


• 8 


:hit hot 




BNE 


DOTWO 


! tal 1? 




LDfl 


PCOLRS 






CMP 


• 14B 






BEB 


YOTHER 






JMP 


PBLPL 


i yes kill 


YOTHER 


LDY 


OTHER. X 


;no tal 1 




LDA 


XP0, Y 
HITCLR 


5C001 game 




STA 


1 over 




BNE 


IJUMP 






JMP 


ENDIT 




IJUMP 


JMP 


INCM 




DOTWa 


JMP 


BLBOTH 


Iklll both 


MPFCK 


LDA 


HPOSP0, 


X Icheck for 




BEQ 


MPLCK 


smlsBl 1 e/ 




JSR 


MISEXP 


ipl ayf 1 el d 
t col 1 l si ons 




JSR 


EXSOUND 




JSR 


TOM 


sml ssl 1 e off 


MPLCK 


LDfl 


M0PL, X 
PLPFCK 


;check for 




BEQ 


imisel le/ 



DOTAY 
3TRCK 



STORX 
RAISE 



CMP 
BNE 
JSR 
JMP 
CMP 
BNE 
JSR 
LDA 
STA 
LDA 
STA 
SI A 
STA 
JMP 
LDY 
TAX 
DEX 
LDA 
BEG 
JMP 
JSR 
TXA 
LSR 
TAX 
JSR 
LDX 
JSR 
JSR 
LDA 
BEQ 
STfl 
JSR 
LDfl 
BNE 
JBR 
INC 
LDfl 
CMP 
BNE 
LDA 
STA 
LDA 
TAY 
LDA 
CMP 
BNE 
CLC 
LDfl 
CMP 
LDA 
BCS 
LDA 
TAY 
JSR 
JMP 
LDA 
BNE 
STfl 
LDA 
BNE 
JMP 
LDfl 
CMP 
BNE 
JSR 
JMP 
SEC 
SBC 
TAY 
STfl 
JSR 
JMP 
LDfl 
CLC 
ADC 
CMP 
BEQ 
CMP 
BEQ 
STA 
STfl 
LDfl 
STfl 
LDA 
CLC 
ADC 
CMP 
BEQ 
CMP 
SEQ 
STA 
STA 
LDY 
LDA 
STA 
DEY 
BPL 
INC 
LDA 
AND 
STA 
TAY 
LDfl 



• 4 

M8CK 
TOM 
PLPFCK 

• B 

PLEX 
TOM 

• 16 
SCRL2 

• 

S1924 
flUDF2 
flUDC2 
PLPFCK 
MISDIR. 



I pi ayer 

tcolllslons 



ihl t tal 1? 
I no go on 
lyes stop 
crocket 



; h i t saucer 



EXCNTR. X Idead yet? 
M3C0R jho score it 
INCM Sves 
MOVPLYR imove plyf 



EXPLO i 
XREQ 
MISEXP 
TOM i 
HPOSM0. X 
BTRCK i 
HITCLR ! 
eXROUND I 
SCFLfle ! 
REBOUND ! 
EXPLO : 
BQCNTR. X 
BOCNTR, X 

• 4 
RUBBER 

• 

BOCNTR, ) 
STDIR, X 

BOUNCE.' 

• 4 
DOTAY 

PBL0, X 

• 1 17 
»« 
DOTflY 

• 5 



MOVPLYR 

INCM 

STRIO0.X icheck 



add score 



missile of f 
;check for 
p 1 Ayer / 
pi ayf i el d 
col 1 i si ona 
scori ng? 
no go on 
yes score 
; bounce 
; p 1 yr off 

1 rocks? 

■ yes 

t no end 
; bounce 

I bounce pi yr 



3TIK 

ATRACT 

XM0, X 

STIK 

MISL 

3TICK0, 

• 15 
QSTIK 
ROTOR 
INCM 

• 3 

STDIR. X 
MOVPLYR 
INCM 
XP0. X 

PXDIR. Y 

• 193 
RAISE 

• 47 
RfllSE 
HPOSP0. 
XP0. X 
PBH0. X 
PMVH 
PBL«,X 

PYDIR. Y 

• 197 
ROTOR 

• 34 
ROTOR 
PMVL 
PBL0. X 



PLSHP.Y Iplayer 
(PMVL),Y ivert. move 

PLOOP 
ROCNTR, X 
ROCNTR. X 
• 7 
ROCNTR, X 



) tr I goers 
jno attract 
I ml ssl 1 e 
1 al ready i n 
; use? 
: icheck 

» j oyst Icks 
i no move 



! yes 

iget 

; movement 

i 1 ndex 



i check limits 



: iplayer 
ihorlz. move 



ROTATE, Y 





LDV 


ff4 




STft 


(PMVL ) , Y ; rotate 




LDA 


SSCNTR.X ffiaucer 




8E0 


DOROT ^center 




RTS 




DQRQT 


LDft 


ROCNTR, X 




AND 


tt 1 




TflY 






LDft 


SNDX, X 




TAX 






LDft 


MSAUSND.V ;mQving 




STft 


AUDF3,X ; saucer 




LDft 


1tl65 ; Bound 




STft 


BUDC3, X 




RTS 




ROTOR 


LDft 


PBLB.X islower 




STft 


PMVL ;station«ry 




LDft 


PBHB.X Jrotate 




STft 


PMVH 




INC 


ROCNTR, X 




LDft 


ROCNTR, X 




AND 


• IS 




STft 


ROCNTR, X 




lSR 


A 




TflV 






LDft 


ROTATE, Y 




LDY 


«4 




STft 


(PMVL) ,Y 




LDA 


SSCNTR, X 




BEO 


D0R0T2 




RTS 




D0R0T2 


LDft 


ROCNTR, X 




AND 


*Z 




LSR 


A 




TAV 






LDft 


SNDX, X 




TAX 






LDft 


SSAUSND, Y 




STA 


AUDF3,X jstatlonarv 




LDft 


1*165 ;3Qund 




STA 


AUDC3, X 




RTS 




INCH 


LDA 


XMB ! check 




BEQ 


CKMl 1 ml ssl I e 




LDX 


#0 ?(TtQvement 




JSP 


BDIR 


CKMl 


LDft 


Xhl licheck 




BED 


CKM3 smlsalle 1 




LDX 


ttl {movement 




JSR 


BDIR 


CK.M3 


LDft 


XM3 I check 




BEQ 


NEXIT ; mlssl le 2 




DEC 


XM3 jmovement 




LDft 


XM3 




STA 


HPaSM3 


NEXIT 


LDft 


CDTMV4 i check sound 




BNE 


BUTCK ; timer 




STft 


AUDFl 




STft 


AUDCl 


BUTCK 


LOA 


CONSOL SCheck 




CMP 


#7 ^console 




BEQ 


SH0T3ND 




JMP 


END IT 


SHOiaND 


LDft 


SSCNTR 1 check Shot 




BED 


SHOTSNDZ i sound 




LDX 


»0 icounter 




JSR 


INCSHOT 


SHQTSND2 


LDft 


S3CNTR-H 




BEQ 


TOMEX 




LDX 


»i 




JSR 


INCSHOT 


TOnEX 


LDA 


MBL2 ;chect< for 




BEQ 


EXIT lend o-f 




INC 


MXCNTR ;mi SSI le 




LDA 


MXCNTR ;e)iDlosion 




AND 


»3 




STft 


MXCNTR 




BNE 


EXIT 




LDA 


MBL2 




STA 


MBL 




LDA 


• «l 




STA 


HPQ3M2 




STA 


MBL2 




LDY 


»4 


ronLODP 


LDft 


(MBL) , Y 




EOR 


MX3HP, Y 




STft 


(MBL) . Y 




DEY 






BPL 


TOMLOOP 


EX IT 


LDft 


CDTMV3 :check 




BNE 


EXIT jmove timer 




JMP 


MLQQP ; start over 


INCSHOT 


INC 


SSCNTR, X ichanqe sho 
SSCNTR. X f sound 




INC 




LDA 


SSCNTR, X 




CUP 


»48 




BEQ 


END3H0T 




LDY 


SNDX, X 
AUDF3, Y 




STft 




RTS 




END3H0T 


LDA 


tt0 jturn o-f + 




STA 


SSCNTR, X ishot sound 




RTS 





MISEXP 


LDA 


nBL2 


check miss. 




BEO 


DOEXP 


ex pi osl on 




RTS 




1 n use 


DQEXP 


LDA 


XM0, X 


load 




STA 


HP0SM2 


ml S5t le 




LDA 


MBLB. X 


e:<p 1 osi an 
data 




SEC 






SBC 


*2 






STA 


MBL2 






STA 


MBL 






LDY 


tt4 




MI XLOOP 


LDA 


(MBL) , Y 






ORA 


MX3HP, Y 






STA 


(MBL) , Y 






DEY 








BPL 


MIXLOQP 






RT3 






MISL 


CLC 




determine 




LDA 


xpe 


mi ssl 1 e 




CMP 


XPl 


direct 1 on 




LDA 


MDIRl , X 






BCC 


GETDtR 






LDA 


MD1R2, X 
HISDIR, X 




SETDIR 


STA 






LDY 


SNDX, X 






LDA 


• 8 






STA 


AUDF3, Y 






STA 


SSCNTR, X 






LOA 


HI 39 






STA 


AUDC3. Y 






LDY 


MISDIR, X 






LDA 


XPa, X 


initial 




CLC 




missl le 




ADC 


MSPDS, Y 


poai 1 1 on 




STA 


XMlS, X 






LDA 


pbl4, X 






CLC 








ADC 


»3 






STA 


MBL0, X 






STft 


MBL 






LDY 


*0 






LDA 


(MBL) , Y 


■ 1 oad 




QRA 


MSSHP, X 


,missile 




STA 


(MBL) , Y 


; data 




JMP 


ST IK 




EXPLO 


JSR 


EXSOUND 






LDY 


SCORE, X 






LDA 


*eib64, Y 


iaet score 




CLC 








ADC 


• 1 


t add one 




CMP 


• 26 


; 10 yef 




BEQ 


NEXP 


lyes kill 




STA 


•0664 , Y 


; no store 




F;TS 






NEXP 


LDA 


• 16 






STA 


♦0664, Y 






LDA 


»17 






STA 


»a663, Y 






PLA 




Ipull return 




PLA 




i address 


PBLPL 


JSR 


EXSOUND 






LDY 


SNDX, X 






LDft 


• 200 


; start 




STA 


AUDF3, Y 


; e>tplo3ion 




LDA 


• 143 


; sound 




STA 


AUDC3, Y 






STA 


ESCNTR.X 






LDft 


• 144 


; change 




STft 


PCOLR0, X 


; color 


BLPL 


LDA 


P6L0, X 






STft 


PMVL 






LDft 


PBH0, X 






STB 


PMVH 






BTX 


MBL 






LDA 


EXCNTR, X 






TAX 








LDY 


»7 




BLQl 


LDA 


EXSHP. X 


: 1 oad 




STB 


(PMVL) , Y 


; expl osi on 




I NX 




; shape 




DEV 








BPL 


BLOl 






CPX 


• 64 


! finished^ 




BEG 


EXOFF 






TXA 








LDX 


MBL 






STA 


EXCNTR. X 


; store data 




JMP 


INCM 


? number 


EXOFF 


LDA 


• 


jturn off 




LDX 


XRES 


sexplQSi on 




STft 


EXCNTR, X 






STA 


HPOSP0, X 


jplayer off 




STA 


XP0. X 


i screen 




STA 


pbl4. X 






STA 


HITCLR 






LDY 


SNDX. X 
AUDF3. Y 






STA 






STA 


AUDC3, Y 
DECNTft 






INC 






LDA 


DECNTR 






CMP 


• 2 


;QDth dead? 




BNE 


SOBftCK 


ino t}0 back 




JMP 


ENDIT 


jgame over 



eOBftCK 


JMP 


INCM 




EXSOUND 


LDft 


• 200 


1 col 1 i sion 




STft 


AUDFl 


1 sound 




LDA 


• 142 






STA 


AUDCI 




TIMER 


LDA 


• 3 


;aet sound 




STA 


CDTMV4 


1 t i mer 




RTS 






BLBOTH 


JSR 


EXSOUND 


; saucers 




LDX 


#0 


; col 1 ided 




LDY 


• 


1 kl 11 both 




LDft 


• 133 






STft 


PCOLR0 






STft 


PCOLRl 






LDA 


PBLl 






STA 


PMVL 






LDft 


PBHl 






STA 


PMVH 






LDA 


PBHa 






STft 


PBLl 




BL03 


LOA 


EXSHP, X 






STA 


(PMVLJ , 


Y 




STA 


(PBL0) ; 


Y 




INX 








INY 








CPY 


• 8 






BNE 


BL03 






LDA 


• 2 






STA 


CDTMV4 






LDY 


• 




TIMCKB 


LDA 


CDTMV4 






BNE 


TIMCKB 






CPX 


• 64 






BNE 


BL03 






JMP 


ENDIT 


;game over 


ODIR 


LDY 


MISDIR, 


X Saet 
i dl rect i on 




LDft 


XM0, X 




CLC 








ftDC 


PXDIR, Y 






CMP 


• 220 


scheck 




BED 


TOM 


(limits 


MXLCK 


CMP 


• 40 






BEQ 


TOM 






STA 


XM0, X 
HPO3M0, 


imove miss 




STA 


X 




RTS 






TQM 


LDA 


• 


iturn off 




STA 


HPOSM0, 


X ; mi ssi le 




STft 


XM0, X 
HITCLR 






STft 





C/3 

c 
m 



ENDIT 
ENTCK 



TAY 
LDft 
STft 
LDA 
EQR 
STA 
RTS 
LDft 
STft 
LDft 
BNE 
LDY 
3TA 
STft 
DEY 
BPL 
LDA 
STA 
LDA 
STft 
JMP 



MBL0, X 
MBL 

(MBL) , Y 
MSSHP, X 
(MBL) , Y 

• 30 

CDTnV3 
CDTMV3 
ENTCK 

• 7 

HPOSP0, Y 
flUDFl ,Y 

ENDLP 

«16 

SCRL2 

• 9 

SCRL0 
MENU 



> 

z 
> 

o 
o 
o 
o 

c 

H 

o 



vail plyrs 

soff screen 
i sound off 

! stop 

I scrol Is 



i ASTEROID CHftRftCTER DftTfl 



.BYTE 0, 24.36, 127 126, 24 40, 32 

.BYTE 0, 28. 126, 127,60,24 

.BYTE 0,0,16,60,120,8,0,0 

.BYTE a, 0, 24, 126.62 124 IBS 

.BYTE 24,62,124.60,24,126,60,120 

.BYTE 0.96,124,56,40,126,4,0 

.BYTE 28,60,30,60,126,126,56,0 

.BYTE 0,0,14,56,28,0,0,0 

.BYTE 0,0,24,32, 0,0,0, IS 

.BYTE 0,0,56,126,24,48.0,0 

.BYTE 0,0,0,24,^60,126,120,0 

.BYTE 0, 60,42,30, 124, i6, 32,0 

.BYTE 0,0,0,0,63,110,32,0 

.BYTE 0.24,120,60,62,28,0,0 

.BYTE 0,124,62,60,28,62,120,0 

i SAUCER SHAPE 

1 

PL3HP 

.BYTE 0,16,36,234,234,234,36,0 

(EXPLOSION SHAPES 
! 

^^ ^ .BYTE 0,8,64.24,234,170,234,48 

.BYTE 4, 128,36, 128, 126. 170, 233. 16 

.BYTE 0,36,0.82,44,41,60,64 

.8VTE 36,0, 143,8, 6i, 42.74, 16 



5 

o 

m 

CO 



.BYTE 34, MS, a, IS, 127,82.3.146 
.BYTE lit, 32. lie. 1.64,2. 128, Bl 
.BYTE 44, 1 .«. 12a>,eT,A5, 12a 

.BYTE 0.0.4, a,*. 4,a,0 

PLINE .BYTE «. B , •SB , •2C , »39 , • 32 

.BYTE n, »l i,a,a, «. a, »3a, »2C, tT"? 

. BYTE •32.0. »i2,0,0 

i MOVEMENT INDEXES 

) 

PXDIR .BYTE 1 . 1.1 ,0. 253, 233.2SS. 0,0,0 

PYDIR .BYTE 1 , 253 , , , 1 25S , . , 1 , 233 

! 

! BOUNCE MOVEMENT INDEXES 

t 

3. 4 



t 

JMENU SELECTIONS 



.BYTE 0, 0, 0,0,0, 0,0, 0, a, •74, •68 

.BYTE »i.5,0, ♦42, e,»72, »49, ♦iE 

.BYTE •67,0,0 

.BYTE 0.0,0.34,37,0,44,37,55.0 

.BYTE 32.40,47,43,41.52.51 



BOUNCE 

MSPOS 

COLOR 



BYTE 1.0,6,0,3.4.7,0, 
BYTE 0, 0,7,0,0. 0, 234 
BYTE 0. 64. 12a. 192 



ROCKET CHARACTER DATP 



C2TflB .BYTE 235,43,31,0.0.0,0.0 

.BYTE 233,235,233.0,0,0,0.0 

.BYTE 233.233.233,31,13,7,3.7 

.BYTE 234,254, 2?:!. 2, 0. a, 0,0 

.BYTE 252,248.240.224,0,0,0,0 

.BYTE 254.232,248,240.0.0.0,0 

.BYTE 248,240.224,192,0.0.0,0 

!MISS;LE MOVEMENT INDEXES 

1 

MDIRl .BYTE 2,4 

MDIR2 .BYTE 6,2 

ROTflB .BYTE 134,27.28.221 

FLTAB -BYTE 139.138,140.0.0.0,0,0 

SLIBHTNINO SHAPE DATA 

1 

LIGHT .BYTE 14,8,16,24,8.16,8,16,8 

.BYTE 8,16.8,16,16,14,24.8 

.BYTE 14.8,8,4,8,16,8,16 

.BYTE 8.16,16,8,16,8,14,14.24 

.BYTE 8,14.8,14,8,8.16.8 

.BYTE 14.8.8. 24 14. 14,9, B 

.BYTE 4.14.9,8,14,8.14.8.4 

.BYTE 8,16,32,32,24,8,14,12 

.BYTE 4,8.16,8,14,14.8.3 

SCORE .BYTE a, lA 

OTHER .BYTE 1.0 

SRDTATINa SAUCER CENTER DATA 



RIN8D 

RINaS 

LOW 

MEDIUM 

HI8H 

SLOW 
FAST 

RINSDY 

RINQSY 

COLL IS 

COLLIBY 

SCDRY 

SCORN 

MENU 



22, 238, 24 6,23E1,232, 234 



I 

ROTATE .BYTE 126,190, 

SNDX .BYTE 0.2 

M3AU3N0 .BYTE 160,170 

SSAUSND .BYTE 180,190 

MSSHP .BYTE 3, 12 

MXSHP .BYTE 32,16,48,48,32,16 

PCOL .BYTE 202,70.138.158 

MSEL .BYTE 10,4,0,0 

PFCOL .BYTE 40,37,68,12! 

DISPLAY LIST INTERRUPT ALLOWS 
RINGS TO SCROLL INDIVIDUALLY 

SAME DISPLAY LIST 

DLIST .BYTE 112.112,112.32,86,0.7 

.BYTE 86.0.8,84,0,9,84,0,10 

.BYTE 86,0,11,128,84,0,12,86.0, 

.BYTE 84,0,14,84.0.15,174 

.BYTE 214,0.14,86,0,16,176 

.BYTE 66.128,13,86,128.14 

.BYTE 84, 12B, 13, 84. 12a. 12, 128 

■BYTE 84.128,11,86,128.10 

.BYTE 84.128.9.86.128.8 

.BYTE 86,128.7.70 

.WORD PLINE 

.BYTE 70,96.6,32,63,0,6 



IMENU DISPLAY LIST 



.BYTE 112.112 

.WORD TITL 

.BYTE 7,112. 70 

.WORD AUTM 

.BYTE 112,112,71 

.WORD COLLISY 

.BYTE 71 

.WORD SCORY 

.BYTE 112,71 

.WORD RINSD 

.BYTE 71 

.WORD LOW 

.BYTE 112,71 

.WORD RINGS 

.BYTE 71 

.WORD SLOW 

.BYTE 112.63 

■WORD MDLIST 



1 12, 112,71 



OPOUT 

JBELL 
SELCK 



.BYTE 0, 0. 0, 0,«F2, »E9, SEE, •E7 
.BYTE 0,«E4,«E3,^EE,»F3, »E9,»F4, »F9 
.BYTE 0,0, 0, 0, 0,»F2, »E9, »EE, •E7 
.BYTE 0, »F3. »F0, tE3, »E3, •E4 

" *" " ~ 0, 0, 0, 0, »AC, «AF, »B7 



. BYTE 
.BYTE 0:0' 



.BYTE 
. BYTE 



0,0,0,0.0,0,0, •AD,«AS,»A4 

♦A9, •B5, »AD 

~ ~ " «, 0. 0, 0, 0, »Ae, •A9, »A7 



!,0,0,0,»B3. »AC.«AF. •B7 
'. 0,0,0. *A4.^A1.^""" 



.BYTE 0,0,0,0,0,^42, ^41 . »74 
.BYTE •74, •4C, »43, 0, »69, •4E, 0, 



.BYTE 0,0,.- 

.BYTE »AB,0 

.BYTE 0,0,0 

.BYTE 0,0,0 

. BYTE •B4.a, ^,~ ,~ 

.BYTE 0. 0. 0, 0.^32, »29,»2E,»27 

.BYTE 0, t24, »23, »2E, •33. •29, •34. »39 

.BYTE 0, 0. 0.0, 0, »32, «29,«2E, »Z7 

.BYTE 0, •33, •30,«23. •25, »24 

■BYTE 0. 0.0, 0, 0, »E3, »EF, »EC, (EC 

.BYTE »E9. •F3, »E9, »eF. »£e. »F3 

.BYTE 0,a,0,0,»23,»2F,»2C 

.BYTE •i:C,»29,t33,»29 •2F,»2E »33 

.BYTE 0, 0.0, 0, 0,1(1, a. •83. •fl3. »flF 

.BYTE «B2, »A9, »AE, »A7. 

.BYTE 0.0,0.0.0,»Ae,»AF »AE,»B3 

.BYTE •A3,«AF,»B2,«A9.»iE. •A?. 0.0,0 

LDA »0 

STA SDMCTL 

LDY VMENU 

LDA »224 

STA CHBAS 

LOA #2 

STA CHINV 

LDA «MDLISTI,«FF 

LDX ((MDLIST/254 

STA SDL3TL 

S1X SDUSTH 

LDA »62 

STA SDMCTL 

LDA CONSOL 

CMP #6 

BNE OPTCK 

STY YMENU 

LDA »20 

JSR BELL 

JMP PROQ 

CMP tt3 

BNE SELCK 

CPY »1 

BED OPTl 

CPY (12 

BED 0PT2 

LDA •CDLLISfc^FF 

LDX «C0LL!S/236 

STA MDLIST-H5 

STX MDLIST*16 

LDA SRINBDYUFF 

LDX »RINBDY/236 

STB MDLIST*22 

STX MDLIST»2J 

JMP OPOUT 

LDA »RINaD5;«FF 

LDX IIRIN8D/254 

STA MDLI3T+22 

STX MDLIST-f23 

LDA »RINSSY8<»FF 

LDX »RINBSY/236 

STA MDLIST+29 

STX MDLIST+30 

JMP OPOUT 

LDA tlRINGSSt»FF 

LDX »RINGS/236 

STA MDLIST+29 

STX I1DLIST + 30 

LDA »CaLLISYS.^FF 

LDX »CaLLISY/236 

STA MDLIST-M3 

STX M0L13T-H6 

INY 

CPY #3 

BNE JBELL 

LDY #0 

LDA »40 

JSR BELL 

JMP CONCK 

CMP •S 

BNE CONCK 

CPY •! 

BEO 8EL1 

CPY »2 

BEO SEL2 

LDA SCFLAB 

BEQ NOSCOR 

LOA (t« 

STA SCFLAQ 

LDA »SCORY!<»FF 





LDX 


lt3C0RY/236 




9TA 


MDLIST*18 




STX 


MDLIST*19 




JMP 


SELOUT 


NOSCOR 


LDA 


»1 




STA 


SCFLAG 




LDA 


»SCORNi»FF 




LDX 


•8C0RN/256 




STA 


MDLIST-HB 




STX 


MDLIST-i-19 




JMP 


SELOUT 


SELl 


LDA 


ADENS 




CMP 


»10 




BEO 


MEDSEL 




CMP 


• 12 




BEO 


HISEL 




LDA 


»10 




STA 


ADENS 




LDA 


»LOWS<^FF 




LDX 


• L0W,'236 




STA 


MDLISTf25 




STX 


MDLIST.f26 




JMP 


SELOUT 


MEDSEL 


LDA 


»12 




STA 


ADENS 




LDA 


«MEDIUMi»FF 




LDX 


1»MEDIUM/Z34 




STA 


MDLIST-23 




STX 


MDLIST+26 




JMP 


SELOUT 


HISEL 


LDA 


«14 




STA 


ADENS 




LDA 


ltHlGH!<»FF 




LDX 


•HlSH/236 




STA 


MDLIST-f23 




STX 


MDLIST<-26 




JMP 


SELOUT 


SEL2 


LDA 


ASPEED 




CMP 


• 4 




BEO 


FflSTSEL 




LDA 


It4 




STA 


ASPEED 




LDA 


*SL0U8<»FF 




LDX 


t3L0W/236 




STA 


MDLI3T-f32 




STX 


MDLIST-f33 




JMP 


SELOUT 


FA5TSEL 


LDA 


• 3 




STA 


ASPEED 




LDA 


»FASTi»FF 




LDX 


•FAST/236 




STA 


MDLI3T+32 




STX 


MDLI8T+33 


SELOUT 


LDA 


• 30 




JSR 


BELL 




JMP 


CONCK 


BELL 


STA 


AUDFl 




LDA 


• 173 




STA 


AUDCl 




LDA 


• IS 




STA 


CDTMV3 


BTIME 


LDA 


CDTMV3 




DRA 


• 160 




STA 


AUDCl 




EOR 


• 160 




BNE 


BTIME 




STA 


AUDFl 




STA 


AUDCl 




RTS 






Me)RE UTILITY. 



\ 




TOP-DOS. . .the best DOS 
for your Atari computer. 



TOP-DOS is a powerful, user-friendly 
Disk Operating System (dos) that gives 
you more functions and features than 
any other DOS written for Atari com- 
puters. Yet TOP-DOS is compatible with 
Atari software. 

Here are a few of the features and 
commands you can expect to find in 

TOP-DOS. 

POWERFUL 

Tlirns large jobs into small ones. 

You'll find all the familiar features of 
Atari dos 2.0 in top-dos but with added 
functions and six new commands. 

Turn your major disk operations into 
small tasks with the ability to create a 
file of commands that can be executed 
in a single line. Or restore deleted files 
with one command. 

FLEXIBLE 

Tailor top-dos to your needs. 

TOP-DOS is flexible to meet the needs of 
virtually any user 

For example, the file directory can be 
listed in multi-column format to help 
you find your files. The amount of your 



Wljat independent reviewers 
say of TOP-DOS: 

"TOP-DOS gives the user many ad- 
vanced features fowid only in 
systems running o?2 much larger 
machines. . . . This DOS is fast, easy 
to use, and extremely powerful, but 
most of all, a bargain. . . a best buy 
in the softivare marleetplace." 
Larry Dziegieletvskt, antic 
"Tloe UNDELETE command is superb 
— one of the best things to come 
along in a long time. 
BillHowey, a.n.a.l.o.g. 
"The first thing that really impressed 
me ivas the full use of the screen, giv- 
ing me access to a large amount of 
worle. histoiy. 
Peter Ellison, ROM 



FRIENDLY 

TOP-DOS interacts with you. 

Use computer prompts when you need 
help. As you gain experience switch to 
one-line commands for more speed. 

You'd expect to pay more for all 
these features. However, top-dos is 
only $49.95. 

And there's no risk, top-dos is 
guaranteed to please you or return it 
within 30 days for a full refund. 

SAVE $10 

If you order top-dos before June 1, 
1984 you will save S 10 off the regular 
price. Order today and get more from 
your disk drive. Send a check or money 
order to eclipse, 1058-A Marigold 
Court, Sunnyvale, CA 94086. Or call 
(408) 246-8325. 



involvement in file manipulations can 
be changed with the many options 
available. System parameters can be 
tailored to your preference with the set 
command. 



eCLI»E 




TOP-DOS handles double-density and double-sided Percom-compatible disk drives, and includes all the features of its predecessor, dos-mod. atari is a registered trademark of 
Atari, Inc. TOP-DOS and oos-twlOD are trademarks of eclipse. Prices are subject to change without notice. Shipping charges are prepaid. California residents add 6.5% sales tax 
($39,95 -f 2.60 = $42.55; after June 1 , 1 984: $49,95 -I- 3,25 = $53,20). 

CIRCLE #124 ON READER SERVICE CARD. 



PAGE 46 



ANALOG COMPUTING 



ISSUE 19 



Bulletin Board 
Systems 



for your Atari 



PITTSBURG ATARI COMPUTER ENTHUSIASTS 


THE BREAD BOARD SYSTEM 


Pittsburg, PA 


Denver, CO 


BBS# (412) 655-2652 


BBS# (303) 690-4566 




30-minute time limit 


AURA 




Silver Spring, MD 


UFONET 


BBS# (301) 587-2132 


Golden, CO 


Atari only 


BBS# (303) 278-4244 




15-minute time limit 


JOE'S COMPUTER 




Montgomery, AL 




BBS# (205) 288-1100 


ARMUDIC 


Covers various computers 


Washington, DC 




BBS# (202) 276-8342 


MINES OF MORIA 


Atari only 


Aptos, CA 




BBS# (408) 688-9629 


ORLANDO CONNECTION 


Covers various computers 


Orlando, PL 


GFxBBS 


BBS# (305) 644-8327 


Covers various computers. 20-minute time limit 


Cupertino, CA 




BBS# (408) 253-5216 


PCP/M 


Atari only 


Cheltenham, PA 




BBS# (215) 836-5116 


ITSY-BITSY BBS 


Atari only 


San Jose, CA 


CP/M 


BBS# (408) 298-6930 




30-minute time limit 






BEST LIl ILE BBS 


AARDWOLF-EXPRESS 


Arlington, VA 


Fremont, CA 


BBS# (703) 524-7006 


BBS# (415) 651-4147 


Atari only 


Covers various computers. 30-minute time limit 




CHULA VISTA BBS 


SEACOMM-80 


Chula Vista, CA 


Seattle, WA 


BBS# (619) 691-8367 


BBS# (206) 763-8879 


Covers various computers 


Covers various computers 


RACS V 


NW MICRONET 


FuUerton, CA 


Tacoma, WA 


BBS# (714) 524-1228 


BBS# (206) 535-2837 


Covers various computers 


Covers various computers. 30-minute time limit 



ISSUE 19 



ANALOG COMPUTING 



PAGE 47 



BURG BOARD 

Amarillo, TX 

BBS# (806) 374-9711 

Covers various computers. 30-minute time limit 

ACENET 

Pittsburgh, PA 

BBS# (412) 655-2652 

Atari only 

AMIS 

Providence, RI 
BBS# (401) 521-1998 
Atari only 

TINBRAINS 

Summerville, SC 

BBS# (803) 871-3468 

Covers various computers. 30-minute time limit 

APEX 

Laporte, TX 

BBS# (713) 471-7117 

Atari only 

STARFLEET ATARI COMPUTER USERS' GROUP 

Littleton, CO 

BBS# (303) 758-6233 

6PM - 10PM MST, 24 hrs on Sunday 

BATON ROUGE ATARI GROUP 

Computer Electronics 
Baton Rouge, LA 
BBS// (504) 273-3116 

MACE 

Southfield, Ml 

BBS// (313) 274-3940 

Atari only 

JERSEY ATARI COMPUTER GROUP 

High Bridge, NJ 
BBS// (201) 377-4084 

ATARI COMPUTER ENTHUSIASTS 

Eugene, OR 

BBS# (503) 343-4352 

PHILADELPHIA ATARI COMPUTER GROUP 

Hatfield, PA 

BBS// (215) 836-5116 

AURORA COMPUTERS 

Chicago, IL 

BBS# (312) 897-9037 

Covers various computers. 45-minute time limit 

RCP/M 

Baton Rouge, LA 

BBS# (504) 273-3116 

Atari only 

CP/M 

XModem software needed 

BARTON DATA LINE 

Ann Arbor, Ml 

BBS# (313) 662-8303 

Covers various computers. 30-minute time limit 



GRASS 

Grand Rapids, MI 
BBS# (616) 241-1971 
Atari only 

TWIN CITIES ATARI INTEREST GROUP 

Minneapolis, MN 
BBS# (612) 432-3779 
Atari only 

SOUTHERN NEVADA ATARI COMPUTER CLUB 

Las Vegas, NV 

BBS# (702) 733-9488 

Atari only 

ASTROCOM 

New York, NY 
BBS# (212) 799-4649 
Covers various computers 

KOMPUTER KLASSIFIED 

Cincinnati, OH 
BBS# (513) 631-3332 
Covers various computers 

SOFTWARE SAFARIS 

South Oklahoma City, OK 
BBS# (405) 636-0218 
Atari only 



HERE COMES THE FUN! 
PLAY 

BEAT 

THE 

BEAJLES 



on 



Interactive"%BSoftware 



48K Disk or Cassette $24.95 

Available Now. Order Direct From: 

Interactive Software 

P.O. Box 991 

Bala-Cynwyd, pa 19004 

For All atari Brand Computers 

©1 983 INTERACTIVE SOFTWARE. (21 5) 725-9756 

NOT AFFILIATED WITH ATARI. JNC. 

CIRCLE »125 ON READER SERVICE CARD. 



PAGE 48 



ANALOG COMPUTING 



ISSUE 19 



A look at 

Modems 



by Charles Bachand 



One of the most exciting possibilities open to 
computer users is in the field of telecommunication, 
the passing of data back and forth over a telephone 
line. Unfortunately, Ma Bell is not set up to handle 
the transmission of binary data. It has to be con- 
verted to a more suitable medium, in this case that of 
sound waves. The little black box that handles this 
magical process is known as a modem. 

Sending data over a phone is very similar to send- 
ing data to a cassette recorder. Both procedures 
require the generation of different audio frequen- 
cies. With a cassette recorder, only two different 
frequencies are needed to represent the one's and 
zero's of binary data. A high bit is represented by a 
5326 Hz tone while a low bit uses a frequency of 
3995 Hz. The data to and from a cassette recorder 
gets transfered at a speed of 600 baud (600 bits/sec). 
This works out to 60 bytes/sec, though in actuality 
the speed is somewhat less, mainly due to inter- 
record gaps, the silent passages recorded between 
records on a tape. 

A modem operates a little differently. Instead of 
using two separate frequencies, a modem requires 
four. This is because a modem has to have the ability 
to send and receive data simultaneously. It also needs 
two separate sets of frequencies: one set for trans- 
mitting and one for receiving. This is necessary, since 
your telephone incorporates an audio feedback cir- 
cuit. You might have noticed that when you talk into 
the transmitter end of a telephone, you are still able 
to hear your own voice, although attenuated, in the 



receiver. The psychological reinforcement this pro- 
duces allows one to use a telephone with much more 
confidence. Otherwise, you might start thinking that 
the line was dead, or that the other person might not 
be able to hear you. With this in mind, if we were to 
use a system with only two tones, our computer 
might interpret data we were sending out as coming 
from the other computer. To alleviate this problem, 
we use two sets of frequencies. One group of tones is 
sent by the modem originating the call. Here we use 
audio tone of 1070 Hz to represent a logic and 
1270 Hz to represent a logic 1. The modem that is 
answering the call on the other end of the line sends 
back data using 2025 Hz for logic and 2225 Hz for a 
logic 1. 

Most modems are designed to connect to a com- 
puter through an interface using the RS-232C stand- 
ard, though some of the new dedicated modems 
connect through the serial I/O connector or through 
one of the joystick ports. The use of the RS-232C 
standard can be traced back to the computer's dark 
ages, some 20 years ago, when telecommunication 
was in its infancy. No one then had heard of present 
day TTL circuitry, which is based on a 5 volt power 
supply. Back then all they had were computers which 
used two power supply voltages (+12 and -12 volts). 
So it's no wonder that the voltage levels they decided 
upon for their interface standard were based on the 
voltages +12 and -12. Most standard modems need 
an 850 Interface Module to work with an Atari 
computer. The 850 converts the +12 to -12 volt 



ISSUE 19 



ANALOG COMPUTING 



PAGE 49 



signal from the modem to one of a zero to +5 volt 
level that the computer can handle. 

Now let's discuss connecting your modem to the 
telephone. There are two basic ways to do this. The 
easiest method, from the manufacturer's standpoint, 
is the use of an acoustical coupler. This is merely a 
microphone and speaker combination that is placed 
in close proximity to the telephone's handset and 
allows the modem to actually talk and listen through 
it. The second method is to connect the modem 
directly to the phone line, bypassing the telephone 
altogether. This is by far the preferred method since 
no outside noise will be picked up by the telephone 
receiver and it also makes available the ability to have 
the computer dial the phone number for you. 

One drawback of direct connect modems, as far as 
the manufacturer is concerned, is the government 
certification that each model has to go through in 
order to legally be attached to your phone line. Ma 
Bell understandably does not want anything catas- 
trophic happening to their equipment and has speci- 
fied that any third party hardware must be tested by 
the FCC as to its design worthiness. In other words, 
the modem should not be designed in a way that it 
might short circuit, sending 117 volts of house cur- 
rent into the phone line or acting as a radio transmit- 



ter turning the phone line into a giant broadcast 
antenna. 

A less involved method of hooking up a modem is 
by tying it directly into the telephone. As you will 
notice I did not say telephone line, but telephone. 
Your telephone already incorporates the circuitry 
needed to isolate it from the phone line. Instead of 
including isolation circuitry in the modem, we can 
let the telephone's electronics do the isolation work 
for us. The manufacturing costs are reduced and the 
need for certification is eliminated since we are not 
connecting directly to the phone line. The modem is 
patched into the circuit between the handset and the 
phone base unit using modular connectors. This 
necessitates having the phone off the hook while the 
modem is in use since the phone -considers the 
modem as another receiver. 

Now to sum up. Cost-wise, the handset direct 
connect modem is the cheapest way to go. Performance- 
wise, the true direct connect modems are the most 
reliable and feature packed of them all. And when 
the need for portability arises, the acoustic modem 
cannot be beat. So it really boils down to what you 
want your modem to do, and what you can afford. 
Striking a happy medium is the hard part. D 



Low-Cost Printer Interface 

Additions for Cassette 



by Charles Bachand 



The Low Cost Printer Interface article by Paul 
Swanson that appeared in ANALOG issue #16 has 
produced highly favorable remarks from our reader- 
ship and should encourage the submission of more 
hardware/software articles in the future. Unfortun- 
ately, a very small number of our readers found out 
that the software would not function properly for 
them. Those having problems have been cassette-only 
users. Some were good enough to point out that 
when they tried the interface and software on a 
friend's computer which included a disk drive, the 
whole thing worked perfectly! We re-examined the 
machine language software that drives the interface. 
The software will not work with a cassette-only 
system without the following changes: 



1) Delete lines 210 and 220 as they are no longer 
needed. 

2) Change lines 230 and 360 to read: 

230 POKE 12,216:P0KE 13,6:P0KE 9,1 

360 DftTA 208,244,169,128,153,27,3,169, 
6,153,28,3,96 

The added POKE statement at the end of line 230 
tricks the computer into thinking that software has 
been booted from a disk. The DOSINI vector will 
now work properly. The last byte in line 360 repre- 
sents a RTS instruction to return control back to 
BASIC instead of jumping to DOS initialization code 
that is not there. D 



Ls;co Computer Marketing & Consultants 

TO ORDER 

CALL US 



TOLL FREE 800-233-8760 



In PA 1 717-327-1824 



PRINTER PRINTER PAPER 

INTERFACING AVAILABLE 

■Available lor IBM PC. Apple, Atari, Vic 20 « Vic 64 



EPSON 



SAVE- PRINTERS 



LETTER QUALITY 

SMITH C0R0NATP2. . . S449.00 

DIABLO 630 ..$171 9.00 



ALPAHCOM 42 $89.00 

ALPHACOM 81 $129.00 

NEC 8023 S369.0O 

NEC 8025 $699.00 

NEC PC-8200 
COMPUTER $CALL 



OKI DATA 



RX-80 $SAVE$ 

RX-80FT ON 

FX-80 In-Slock 

FX-10O EPSON 

MX-80FT PRINTERS 

MX-10O $$CALL$S 

MANNESMANN 
TALLY 

SPIRIT 80 $CALL 

MT 160L SCALL 



80 $SAVES 

82A CALL for 

83A LOWEST 

84 PRICES 

92 on these 

93 In-Stock 

PACEMARK 2350. . . PRINTERS 

ATARI 850 

REPLACEMENTS 

IN-STOCK 



CITOH 

GORILLA GX100 $179.00 

PROWRITER8510 ...$339.00 

PROWRITERII $659.00 

8600 $1025.00 

STARWRITER $1 099.00 

PRINTMASTER $1499.00 

STAR MICRONTICS 

GEMINI 10X $269.00 

GEMINI 1SX $CALL 

DELTA 10 $479.00 



MODEMS 



ANCHOR MARK I 
ANCHOR MARK I 
HAYES SMART ,. 

I HAYES MICRO II 
Micro Bit 

^PP-1000 

NOVATION 

I CAT 

I D-CAT 

I J-CAT 

I APPLE CAT II ... 
212 APPLE CAT . 



..S79.00 

I. S79.0O 

.S239.00 

S309.00 

$129.75 

S 144. 00 
$155.00 
$115.00 
$279.00 
$589.00 



MONITORS 

Sakata Color $229.00 

Amdek Color I $275.00 

Amdek 300 Green $149.00 

Amdek 300 Amber ... $1 49.00 
Gorilla Green $99. OO 



PARKER BROTHERS 

Tutanktiam R $33.75 

Super Cobra R $33.75 

Astro Chase R $33.75 

Frogger R $33.75 

QBert R $33.75 

Popeya R $33.75 

Risk R $42.75 

Chess R $42.75 

SPINNAKER 

Story Machine R $26.75 

Face Maker R $24.75 

KInderomp R $20.75 

Fraction Fever R $24.75 

Delta Drawing R $26.75 



SSI 

Battle of Shilo C/D $26.75 

Tigers In the Snow C/D $26.75 

Battle for Normandy C/D . . $26.75 
Knights of the Desert C/D .$26.75 

Cosmic Balance C/D $26.75 

ON-LINE 

Froggar $24.95 

Wizard » Prin $26.95 

ROKLAN 

Wizard of War $29. 75 

Gorf $29.75 

D«lux Invader $27.95 

BIG 5 
Miner 2049 ^ $32.75 

APX 3R Math $19.95 

Typo Attack $24.95 

Family Budget $19.95 

F. Cash Flow $1 9.95 

EASTERN HOUSE 
Monkey Wrench 2 $52.75 



BLANK DISKETTES 
ELEPHANT 

SlnglaSldaSOdO) $17.75 

Single Side DD(10) $21.75 

Double Side DO (10) $26 75 

MAXELL 

MDM10) ,28.75 

MD 11(10) $38.73 

CERTRON CASSETTES 

CC-10 12 for $15.00 

CC-20 12 for $17.09 

INNOVATIVE CONCEPTS 

Disk Storage (holds 10) $4.05 

Disk Storage (holds 1 5) .... $9.95 
Disk Storage (holds 50). ... $26.95 



8R0DERBUND 

Bank Street Writer D $49.75 

AE D $24.75 

Apple Panic D $23.75 

Chopilfter ROW $32.75 

David's Midnight $24.75 

Stellar Shuttle C/D $18.75 

Ft. Apocalypse $24.75 

SYNAPSE 

BLUE MAX C/D $24.75 

Ft. APOCALYPSEC/D. . . $24.75 
PHAROAH'S CURSE C/D ... $24.75 

DUST COVERS 

BOO $3.99 

400 $3.99 

1200 $3.99 

410 $3.99 

810 $3.99 

1050 $5.99 

PROWRITER $5.99 

GEMINI 10X $5.99 

PERCOMDISK $5.99 

ALIEN GROUP 
Voice Box 2 . $99.75 

DON'T ASK 

Sam $41.75 

Abuse $15.95 

Teleatri $27.95 

Poker Sam ..$24.95 



PACMAN 

DONKEY KONG 

DIG DUG 

DEFENDER.... 
CENTIPEDE ... 



EPYX 
GATEWAY TO 

ASPHIR $28.75 

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ISSUE 19 



ANALOG COMPUTING 



PAGE 51 



Public 
Domain 

Terminal 
Software 



by Tony Messina 



Many of you, I'm sure, read other computer publi- 
cations and know for a fact that these periodicals have 
had issues dealing with telecommunications. Usually 
they contain reviews on modems, tips for effective 
telecommunicating, articles on available devices and 
reviews of commercial terminal software. Sounds 
like this issue of ANALOG Computing! One item 
which I know you have not seen (until now) is an 
overview of Public Domain Terminal Programs 
available for Atari computers. Here is what you have 
been waiting for. 

About the list. 

The list is not all-inclusive, but it does contain all 
the programs which are commonly found on various 
Atari Bulletin Boards, user group libraries, or time 
sharing services such as CompuServe or The Source. 
Remember, this is an overview, not a review. The 
programs are ordered alphabetically and not by any 
order of preference. I shall try to discuss the main 
features of each program, any hardware require- 
ments needed to operate a particular program and, of 
course, give credit to the author(s) if known. 



The programs. 

AMODEM 4.2 - Jim Steinbrecher 
850 Interface /Disk drive required 

There are many versions of AMODEM floating 
around amongst the Atari user community. The 
major versions 1,2,3,4, etc. were written and released 
by the author. The .1-.9 additions of any major 
version were modified by various users and released 
to the user community. Version 4.2 offers selection 
of Translation mode. Disk menus from multiple 
drives. Duplex operation selection, baud rate selec- 
tion, and upload/download capability with or with- 
out error checking. Error-free protocol is via the 
Ward Christiansen format. Files may be captured 
and sent to your printer, disk drive, cassette, modem 
port or screen. This program is very reliable and will 
work on all AMIS BBS systems and time sharing 
networks. Some download/upload protocols (binary, 
for example) are not supported. It is rumored that 
there exists a compiled version of this program 
(4.83) as well as a Hayes Smartmodem/autodial 



PAGE 52 



ANALOG COMPUTING 



ISSUE 19 



version (4.9). The program is written in Atari 
BASIC with machine language I/O support routines. 

COMM40/80 ' Alex M. Stevens 
850 Interface /Disk drive required 

This is a nifty program. It can use 40 columns or 
an emulated (via software) SO-column format. The 
version I have supports uploading/downloading and 
is Vidtex compatible. This lets you call up weather 
maps or other information on CompuServe or 
another Vidtex system and see them displayed in 
all of their colorful glory. A status hne at the bottom 
of the screen informs the user of the mode and the 
status of that mode (on/off. ) Another feature allows 
the use of prestored phone numbers, logon ID's and 
passwords for use with the Hayes (or Hayes- 
compatible) Smartmodem. The feature is not fully 
implemented but is promised to be available soon. 
Semi-automatic storage to a specified device on 
buffer full conditions is also implemented. This 
helps prevent overwriting data when your computer 
memory is full. The program is written in machine 
language with the phone number creator/editor 
written in Atari BASIC. 

jTERM ' Frank Jones 

850 Inter face /Disk drive required 

As with AMODEM, JTERM has many versions 
which have been modified by various users and 
released into the public mainstream. JTERM sup- 
ports upload/download from/to the disk. Optional 
features allow selection of Parity, Translation, and 
Duplex modes. Memory can be dumped to printer, 
disk or cassette. There are versions around which 
support Smartmodems. Selective capture of incom- 
ing data is available via the select button, so that 
everything sent and received does not end up in 
memory unless you want it there. Captured buffers 
may be sent to any of the previously mentioned 
devices. All options within the program are selected 
via combinations of the START, OPTION and 
SELECT buttons. This program is written in a com- 
bination of Atari BASIC and machine language. 

TSCOPE-JoeMiUer 

No 850 Interface needed. Disk Drive is required 

TSCOPE is the only program in our list which 
does not need an 850 interface to operate, although it 
will not hurt anything if you do have one. All inter- 
face routines are integrated within the program. 
This program was originally designed for use by 
Atari*SIG members on CompuServe. TSCOPE is 
rapidly gaining in popularity. TSCOPE supports the 
Atari 835 and 1030 modems as well as all other 
non- Atari modems. It runs on all Atari machines, 
including the XL series. TSCOPE allows upload/ 
download of ASCII and BINARY files on Compu- 
Serve SIG*Atari. Files may be saved to disk also. The 
format used for the up/downloading is semi- 
automatic and therefore will not work on anything 



other than the CompuServe system (at least not yet. ) 
Don't despair: rumor has it that some clever folks 
have made modifications already, and that a few 
AMIS Bulletin Boards do in fact support the 
up/download format of TSCOPE. There are too 
many features of this program to mention. Let's just 
say that if you want it, TSCOPE has it. TSCOPE 
does support Vidtex formats on CompuServe. The 
program is written in machine language. 

UP /DOWNLOAD TERMINAL - Bob Hartman 
850 Interface /Disk 

These programs originally appeared in ANALOG 
issues 2 and 3. Since then, rumor has it that they have 
been modified by a cast of thousands. They (in the 
original form) are simple terminal programs designed 
to allow logon to other systems/BBS's so that you 
can download more extensive terminal programs. 
They do allow a SAVE to disk and work very well in 
many applications. They are written in Atari BASIC 
with machine language I/O support. 

Other programs. 

There are other public domain terminal programs 
out there. Since I have not seen or used them, I'll just 
list the ones I have heard about. Maybe you'll recog- 
nize the name if you happen to run across them in the 
future. Other programs out there are: 

AMISTERM 

DATATRAN 

DISKLINK 

MINITERM 

VTERM 

How do I get 'em? 

The programs I discussed are available in XA2 
database on CompuServe. Other places you should 
look are your local Atari user group library, friends 
or other time sharing systems, such as The Source. If 
you're struck in the Atari Telelink I/II syndrome (i.e. , 
no way to dump programs to disk or cassette), then 
find a good friend, take him out to dinner and dis- 
cuss the possibility of him getting some of these 
programs for you. It's worth the cost of a dinner — 
believe me! If all else fails, use Charles Bachand's 
program from this issue and start calling the numbers 
on the BBS list (elsewhere in this issue.) You're 
bound to find some BBS that has at least one of the 
above mentioned programs. 

And in conclusion . . . 

I've tried to mention the major features of each 
program. Most have many more. If you do find one 
on a BBS (or wherever), make sure you get the 
documentation. Nothing is more frustrating than 
obtaining a great free program and not knowing how 
to use it. In addition, once you get one, pass it on to a 
friend! If you know of any other public domain 
terminal programs which I missed, please write us 
here with the information so that we can pass it on. 
Good luck in your search! D 



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PAGE 54 



ANALOG COMPUTING 



ISSUE 19 



The 



Saturday Mght 

Special 



or: 



How to write a modem 
program in one day 



by Charles Bachand 



This should not be considered as a full-blown, 
whiz-bang, do-everything-but-walk-the-dog terminal 
program. This is more of a bare-bones, kick-it-in- 
the-side-to-see-if-it's-dead type of program. It was 
written merely as a simple means of acquiring some- 
thing better. If you have AMODEM or JTERM or 
DISKLINK or that great CompuServe downloader 
TSCOPE then do not bother with this program. 
However, if all you have with your modem and 850 
interface module is a TeleLink cartridge, then this is 
what you have been waiting for. (This program will 
not work with an Atari 835 or 1030 direct connect 
modem, although we are working on something 
along those lines). 

To run this program, format a new disk and write a 
copy of DOS II onto it. You will also need to copy 
the AUTORUN.SYS file from your DOS II master 
disk to this new disk. This file will allow the 850 to 
boot with the disk drive on. Next, you run the fol- 
lowing BASIC program which will write a binary file 
named SNS.OBJ to your disk. You now have a disk 
with four files on it: DOS.SYS, DUP.SYS, AUTO- 
RUN.SYS and SNS.OBJ. Now comes the tricky 
part. You have to append the SNS.OBJ file onto the 
AUTORUN.SYS file. We do this with the copy 
command in DOS II by typing: 



5M5 . OBJ , AUTORIJN . 5 V5/fl 

You can now try out your new toy by turning on 
your computer after power has been applied to the 
850, your modem and your disk drive. Remember, 
this is a bare-bones system. It cannot dial for you and 
it will not type logon commands for you. It does not 
have a screen buffer and it will not fine scroll, but it 
does have a text capture buffer. When you wish to 
download text to your computer to save on a disk or 
cassette simply press the START key. The computer 
will begin putting all the text it receives from the 
modem into its memory. You then proceed to read a 
program from the bulletin board you are connected 
with. Besides the text going to the screen, it is also 
being put into memory. Remember, this is only a 
capture buffer. It cannot hold files bigger than the 
amount of memory available and you will be warned 
when the buffer is full. 

When you are done with the download and want 
to save the text that is in memory, just press the 
SELECT key and the program will ask you for a file 
name. Just type C: for a cassette save or D: and then a 
valid DOS file name to save to disk. After you have 
now acquired one of the better public domain 



ISSUE 19 



ANALOG COMPUTING 



PAGE 55 



modem programs, you need never use the Saturday 
Night Special again. After all, no one is going to use 
a do-nothing program like this more than once, are 
they? D 

BASIC Listing. 



CHECKSUM DATA 

(Seepage 21) 



Ifl DOTO 879,957,832,439,727,195^599,55 

3,272,761,611,124,258,778,36,7961 

160 DflTO 165,622,524,790,596,903,437,1 

87,925,68,863,946,816,7842 



10 RFM «*« SOTIIRD<»V MTfJHT SPFCTor **« 

20 OftTO 0,1,2,3,4,5,6,7,8,9,0,8,0,0,0, 

0,0,10,11,12,13,14,15 

30 l>TM l>fiTS(99) ,HEHf22J :FOB H=0 TO 22: 

fIF.aa lil:HEHfKJ=ll;NEKT K ; I TNF = 99fl : RF5T0P 

F 10«O:TRilJP 110;' "CHECKING OOTO" 

40 LTMF=lIWF+ie:' "LIWE ; "; LINE ; REOO 00 

TS:IF I.ENCDAT5J <>98 THEN 160 

50 0flTlIH=PEEK(183?+PEEK(184J»256:IF D 

OTI IHOLTHE then ' "LINE "JLINE;" HI55 

TNG'":ENO 

60 FOR X=t TO 97 5TEP 2 ; DlrOSC {D0T5 (H, 

K) ) -48 : D2 = 0SC f I>OT$ tK + 1 , K+IJ J -48 : BVTEzH 

EKtDJ)#16+HEK(D2J 

70 TF Pa5S=2 THEN PUT «1,BVTE;HEKT K;R 

EfliD CHKSIJMlGOTO 40 

80 T0TftL=TOTOL+BYTE:XF T0TflL>999 THEN 

TOTOL=TOTflL-lO00 

90 NEKT X:REOR CHK5UM;IF T0T0L=CHK5UM 

THEN 40 

100 GOTO 160 

lie IF PEeKfl95J<>& THEN 160 

120 TF Pfl55=? THEN PUT ttl,224:PUT ttl , 2 

:PUT ttl, 225: PUT ttl, 2: PUT ttl, 0: PUT ttl, 3 

6:CI 05E ttl ;END 

130 '* "INSERT DISK, PRESS RETURN"; :DTM 

INSC1):TNPUT INSlOPEN ttl, 8, O, "0 : SN5 , 
8,1" 
140 PUT ttl, 255; PUT ttl, 255: PUT ttl, O: PUT 

ttl,36:PUT ttl,75:PUT ttl,38:GOT0 150 
150 ' :' "MPITIHG FILE" : P05S=2 ; LINE=99 
0:RESTORE 1OO0:THOP 110;G0T0 40 
160 ' "BAR DflTO; LINE ";LINE:ENO 
1000 OOTfi 208024O90O8552O9748DC8O22OB4 
24fl231flO242061>24O22Ofi90r>9D42O32e56E4Ol> 
EBO2F0O62OF5244C1624204E254C 1624, 372 
1010 D0T6 5445524{>494E4J4C204D4F44459e 
4255464645522046554C4C7D9B534 156452042 
55464645522e4F4E9B5341 5645204445, 110 
1020 fXtJd 564943453O4B3O9B523O9B8E4403 
8C45e3O200ft9099D42839O49034C56E4O21Oft9 
0C9D42032056E4ft9679O44O3O9249D45,522 
1030 OOTfl G3a9039D42O3ft9O49D4AO3O9O09D 
4BO34C56E4O90O858OO220!ft9OC9D42e34C56E4 
20fl624O96(i9D44O3fl9249D4503ft9229O,76 
1040 DftTO 4203fl9CO9D4OO32056E4fl9269O42 
03fl9009O4O032056E4O9e39l>4 2O3O90D9!>4Ofl3 
2056E4O9289D4203a9009D4fl034C56E4,655 
1050 OOTfl O720O9O79D42O3fl9Ofi9O48039D49 
O32056E4C9081)OO2697EC920B0016OO68O48FO 
253O23O0O09181E681OO02E682fl582CO,41 
1060 DflTfi E602DO12fi581CI)E502DO8Bfi9FF85 
80O23Fft024206l>24O200fi9OB9O42038<»9I>48O3 
9D49a3684C56E4O»)FC02C9FFFO2Dfl210,74? 
1070 1)610 0900904803904903090790420320 
56E4C97ED002(5 9O8622048a9OO9I>48O39D49e3 
ft9OB9D4203682O56E46OODlFDOC9O7F0,55O 
1080 DOTO F8C906DOlftO680DO16E680(196085 
«lfl9768582O9248DC802ft24Ciae244C6O24C905 
DOO6fl58eFOD22Ofl6?4ft200fi95B9D4 4O3,576 
1090 DOTO fl9249D4503O90C9P4803«!9OO9D49 
O3O9OB9&42O32056E4<59O59D42e3fi9149«>4803 
8O9D4903O94C9O4403O9269D45O32O56,796 
1100 OOTO E4ftD4C26C99BD0O568684C0724O2 
2009039l)4203094C90448309269l>45e3ft 90890 
4fle3fl9O09D4BO32056E43098O0O0O99B,553 
1110 OOTiO 9181E68ir)OO2E682O90B9O4203O9 
609D44O3O9269O45O338fl581E9609D48O3O582 
E9269D49032O56E43O034CO7244COF25,605 



Assembly Listing. 



I THE 3ATURDflV NISHT SPECIAL 
> 



t The One City Terminal Program! 



CharlaB B«chand 



I START — 
I SEUECT- 

I 
I 
I 



Opens canture buffer- 
KAVCK butfsr After 
reguootlnQ filenanio. 
TCRri mctda reentared 



If [RETURN] only' 
System Equates 



LMfiRQN 

C01.DR4 

MEMTOP 

BCOUNT 

CH 

ICCOM 

ICBADR 

ICBLEN 

ICAUXl 

ICAUXZ 

CDNSOL 

CIOV 

I 



»S2 

• 02C8 

• I3ZES 
S02EB 

• BiFC 
SB31Z 
»a344 

• 0348 

• e34A 
SI234B 
*O01F 
SE4S& 



I lef t 



lAr o 1 n 



(border col or 
{memory top pntf 
)RS-232 buff cnl 
jHayboard buffer 
ICIu command 
fClO buff addr 
SCIO buff 1 en 
iClo auK byte 1 
!CIO euK byte 2 
Iconsole keys 
iClO vector 



i Zero Page Variables 

I 

*« «e0 IpAge zero data 

8AV •» »+i (download flag 

«■• » + 2 (memory pointer 



ADDR 
! 



{ Program starts here 



I 

SNS 



«•" S2400 Iprogram hero 



JSR KQPEN 

LDA mo 

STA UMARGN 

LDA ••74 

STA CQLDR4 

JSR INITR 

LDX 

LDV 

J9R PRINT 

UDX »*2e 

LDfi (tl3 



(Open keyboard 

I get zer o 

?40 column scree 

Iblijc 

Ifor backgraund 

! i nl t Ra-532 
<TMTX Jtext addr lo 
>TMTX ItOHt addr hi 

I? "TERM MODE" 

I laCB VZ 

t status command 



STA ICCan.X (Cia command byte 



KCHECK 



Tex 



Goes Mere 



J3R CIOV 
LDA BCOUNT 
BEO KCHE-CK 
JSR eET232 
Jnp R3TAT 
JSR READK 
JHP RSTAT 

I 

I 

I 

I 

TMTX 

BPTX 

80TX 

SDTX 

KNAOE 

RNAHE 

I 

I Tent Prlntltig Routine 

, 



i STATUS m 
(buffer count 
i empty? Yes . 
INo, get byte 
f cont Inue 
(check keys 
1 con 1 1 nue 



. BYTE 
.BYTE 



TERMINAL M0DE",»9B 

._ BUFFER FULL" , »7D. •'IB 

.BYTE "SAVE BUFFER QN",*'?B 
BYTE "SAVE DEVICE:" 

K: " ,»'?B 

R: " ,»9B 



. BYTE 
-BYTE 



PRINT 



I 



STX ICBADR (text addr lo 
STY ICBADR+1 (text addr hi 
LDX »e I lacB •« 

LDA #9 (write record 
STA ICCOM, X ICIO command 
STA ICBLEN-H.X [large length 
JMP CIOV iprlnt string 



I Open keyboard for Input 



LDX 
LDA 
STA 
J3R 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
LDA 
STA 
JMP 



**ie (use locB «t 
HI2 (close command 
ICCOM, X (CIO command byte 
CIOV (CLOSE •! 
» <KNAnE (Fname addr lo 
ICBADR, X (CIO buf addr lo 
• >KNAflE (fname addr hi 
ICBADRfl.x (CIO buf addr hi 
#3 (open command 
ICCOM, X iClO command byte 
H4 (for Input 

X (CIO auK byte •! 



ICAUXl , 

ICAUX2, 
CIOV 

• 2 



LDA 
STA 
LDX 
LDA 
STA 
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Initialize 



turn DTR line on 



TR JSR CLaSE2 ; CLOSE #2 

LDA • <RNAnE If nans addr la 

STA ICBADR.X ICIO addr la 

LDA » >RNARE ! «nai>a addr hi 

STA ICBADR-t-l.X )CIO addr hi 

LDA #34 fspaclal cootmand 

STA ICCOn.X ICIO coamand 

UDA •192 I DTR on 

STA ICAUXt.X iCIO aux byte 1 

JSR CIOV IXIO 34,»2, l92,a, "R: 

I 

{ Set for light tranalatlan 

I 

UDA tt3a f^neclal comAand 

STA ICCOM.X ICIQ conffiand 

LDA #0 flight trans 

STA ICAUXl.X JCIO auK byte 1 

JSR CIOV ixiQ 3a,»2,a,a, "R: " 



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in 

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3 

CD 



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S CD OL 



I Qpen "R;" for read/Mrlta node 

( 

LDA #3 (open connand 
STA ICCOM.X ICIO command 
LDA *13 iread/wrlte opt 
STA ICAUXl.X ICIO aux byte 1 
JSR CIOV IQPEN •2,l3,e,"R:" 

I 

I Enable concurrent mode 1/0 

I 

LDA #40 iconcurrent cmd 
STA ICCOn.X ICIO command 
UDA to I 

STA ICAUXl.X ICIO aux byte 1 
JMP CIOV iXIQ 418, #2, 4, a, "R: 

I 

I Read RS-232 device 



QET232 


UDX 


#*20 




UDA 


#7 




STA 


ICCOM.X 




LDA 


»a 




STA 


ICBLEN, 




STA 


ICBLEN+ 




JSR 


CIQV 




CHF 


•e 




BNE 


MOBS 




LDA 


#126 


NOBS 


CMP 


#32 




GCS 


CFLAQ 




RTS 




CFUAB 


LOX 
PHA 


SAV 




BEQ 


NOPOKE 




BUI 


NQPQKE 




LBV 


#0 




STA 


(ADDR) , 




INC 


ADDR 




BNE 


NCARRY 




INC 


ADDR-M 


NCARRY 


LDA 


ADDR-H 




CMP 


MEMTOP+ 




BNE 


NOPOKE 




LDA 


ADDR 




CMP 


MEMTQP 




BNE 


NOPOKE 




UDA 


»»FF 




STA 


SAV 




UDX 


• <BFTX 




UDY 


• >BFTX 




J3R 


PRINT 


NOPOKE 


LDX 


*e 




LDA 


#11 




STA 


iccon, X 




TXA 






STA 


ICBLEN, 




STA 


ICBUEN+ 




PLA 






JMP 


CIOV 



iget 
tCiO 



I 



£0C& tt2 

char cmd 
cotnmand 

i get z aro 
X iCIO length lo 
l.X iCXO X»ngth hi 

|GET •2, CHAR 

lASCZI B57 

I No. skip 

^make ATASCI I B3 

»Ye«. char<327 

; Ye«. 1 gnore i t 

$ return 

I get sav flag 

I save Ace 

\ downl oad? No. 

Ibuf f er full? 

iNo. zero offset 
Y isava byte 

; poi nter 1 o 

IQverflow? No. 

Ipointar hi 

(compare pntr hi 
1 iwlth MEMTOP ht 

i sawe? No . 

(compare pntr lo 

(With MEMTOP lo 

i same? No. 

(Quff full flag 

; set f 1 ag 

ItdKt lo 

{tlSKt hi 

(7 "BUFFER FULL" 

iZOCB #0 

tput char end 

;CIO coRifliaiid 

Iget zero 
X ;Cia length lo 
l,X jCIO length hi 

\ ramtore Ace 

Iprint char 



1 Read keyboard and console 



LDA CH 

CMP ••FF 

BEQ CHKCON 

LDX tt*10 

LDA tti? 

STA ICBLEN 



{keyboard buffer 

1 key pressed? 

I No. skip neK t 

jIOCB »1 

Iget zero 
ICIQ buff len lo 
aXA ICBLEN+l.X (CIO buf len hi 
LDA #7 Iget Char 
STA ICCOM.X jClO command 
JSR CIOV I read keyboard 
CMP #126 lATASClI B3? 
BNE NOABS ;No. skip 
LDA ttO tmake ASCII BS 
LDX »«20 I IQCB ^2 
PHA 5 save Ace 

LDA *0 $get zero 



STA 


ICBLEN, 


X iCIO buf len Id 


STA 


ICBLENi 


1,X ICIO buf len hi 


LOA 


#1 1 


Iput char 
ICIO command 


STA 


ICCOM.X 


PLA 




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JSR 


CIOV 


lurite RS-232 


CXIT RTS 




1 return 


CHKCON UDA 


CONSOL 


iconvole keye 


CMP 


#7 


lany praased? 


BEQ 


CXIT 


iNo. return 


CMP 


• 6 


1 START key7 
INo. skip next 


BNE 


TRY3 


UDX 


SAV 


isava buffer on? 


BNE 


TRY3 


lYaa. skip next 


INC 


SAV 


iNo. turn It on 


UDA 


» <BUFF 


Ibuffer addr lo 


STA 


ADDR 


Ibuffer pntr lo 


UDA 


# >BUFF 


Ibuffer addr hi 


STA 


ADDR+1 


Ibuffer pntr hi 
Idark orange 
{border color 


UDA 


tt«24 


STA 


C0L0R4 


LDX 


• <S0TX 


Itext addr lo 


LDV 


• >SOTX 


Itext addr hi 


JMP 


PRINT 


i? "SAVE BUFFER ON" 


TRY3 CMP 


#3 


lOPTION pressed? 


BNE 


CXIT 


INo. return 


LDA 


SAV 


Ibuffer on? 


BEQ 


CXIT 


iNo. return 


FNTRAP JSR 


CL0SE2 


1 CLOSE #2 


LDX 


ma 


1 lOCB #0 


LDA 


# <9DTX 


Itext addr lo 


STA 


ICBADR, 

» >SDri 


< ICIO addr lo 


LDA 


itext addr hi 


STA 


ICBADR+ 


l.X iCIO addr hi 


LDA 


#12 


Itneaaage length 
< ICIO length lo 
laHT. 2ero 


STA 


ICBLEN. 


LDA 


Itii 


STA 


ICBLEN-H.S ICIO lenath hi 1 


LDA 


• 1 1 


Iput characters 
iCIO command 


STA 


ICCOM, X 


JSR 


CXOV 


i? "SAVE DEVICE?"! 


LDA 


»3 


Igat record 

iClO command 


STA 


ICCOM, X 


LDA 


#20 


120 char max 


STA 


ICBLEN, X ICIO lenath ID 1 


TXA 




iget zero 

,x ICIO lenath hi 


STA 


ICBLEN+ 


UDA 


» <FNAME' 1 *l lename area lo 


STA 


ICBADR, X JCIQ addr lo 


UDA 


* >FNAME Ifllename »reA hi 


STA 


ICBADR* 


,X ICIO addr hi 


JSR 


CIOV 


Iget filename 


UDA 


FNAME 




CMP 


• «9B 


Icarrlage return? 


BNE 


FILSAV 


INo. try to save 
Ipop return lo 


PLA 




PUA 




IpOp return ht 


JMP 


REOPEN 


icontinue 


FIUSAV UDX 


#•20 


1 lOCB #2 


UDA 


#3 


lOPEN file cmd 


STA 


ICCOM.X 


ICIO command 


UDA 


* <FNAME iname addr la 1 


STA 


ICBADR, > 


ICIQ addr lo 


LDA 


• >FNAME iname addr hi 1 


STA 


ICBADRi-l 


,X ICIO addr hi 


LDA 


•a 


Ifar output 
ICIO AUH byte I 


STA 


ICAUXl.X 


LDA 


•0 


Iget zero 


STA 


ICAUX2,X 


ICIO aux byte 2 


JSR 


CIOV 


I open file 


BMI 


FNTRAP 


lerror? Yes, 


LDY 


• 


izero offset 


LDA 


»»9B 


icarrliga return 
1 at end of file 


STA 


(ADDRI .V 


INC 


ADDR 


1 pal nter I a 


BNE 


3KIPHI 


loverflow? No. 


INC 


ABDB-H 


lYas. pointer hi 
Iput characters 
ICIO command 


SKI PHI LDA 


#11 


STA 


ICCOM.X 
# <BufF 


LDA 


Ifile buffer lo 


STA 


ICBADR, X 
» >BUFF 


iCIO buf addr lo 


LDA 


Ifile buffer hi 


STA 


ICBADRh-1 


,X ICIO buf addr hi 


SEC 




iset carry 
land of file lo 


LDA 


ADDR 


SBC 


» fBUFF 


1 beginnl ng lo 

iCIO length lo 
send of file hi 


STA 


ICBLEN, X 


LDA 


ADDR+1 


SBC 


# >BUFF 


Ibaglnnlng hi 

,X ICIQ length hi 

1 write file 


STA 


ICBLEN-H 


JSR 


CIOV 


BMI 


TRAP2 


Ibad writs? Yes. 


JMP 


REOPEN 


1 dona 


TRAP2 JMP 


FNTRAP 


iretry 


FNAME •- 


• ♦20 


Ifilename buffer 


BUFF *«■ 
t 


• <■! 


(capture buffer 


1 SET UP PROGRAM RUN 


ADDRESS 


»- 


>02Ea 


1 DOS run address 


.WORD SNS 
1 

. END 


Irun addr data 



ISSUE 19 



ANALOG COMPUTING 



PAGE 57 



Touch -Tone® 

Dialer 

for your Atari 



by Tom Hudson 



When the Atari computers' sound capabilities are 
being discussed, most people automatically think of 
the explosion and "zap" sounds common in game 
programs. Actually, these sound effects barely scratch 
the surface of the sound generation capabilities of 
Atari computers. 

One example of the amazing things possible which 
Atari sound is SAM, the Software Automatic 
Mouth, from Don't Ask Software. SAM is a 
program which makes it possible for your computer 
to talk without any additional hardware. Although 
SAM has a couple of drawbacks, it is one practical 
use of the heretofore game-bound sound channels. 

Phone fun. 

Another interesting use of the Atari sound genera- 
tion system is the generation of Touch-Tone® 
frequencies. 

Touch-Tone® is the trademark for the "beep" 
sounds used in most push-button telephones. Every 
time you push one of the keys on a Touch-Tone® 
telephone, the phone generates two separate pitches, 
or frequencies. Figure 1 shows the standard Touch- 
Tone® keyboard, along with the seven frequencies 
used. 



1 
2 

e 

3 

4 



697* 



778-* 



852^ 



9414 



1 
3 
3 
6 



1 
4 

7 
7 
4 



1 


2 


3 


4 


5 


6 


7 


8 


9 


» 


e 


tt 



Figure 1. 

If you look at Figure 1, you will see that there is a 
frequency for each column of numbers, and one for 
each row. All frequencies are in hertz, or cycles per 
second. When you press a key, the frequencies for 
that column and row are sent out over the phone line 
to the phone company's switching equipment, which 



PAGE 58 



ANALOG COMPUTING 



ISSUE 19 



converts the tones back into the proper digit. If you 
press the number 6, for example, the frequencies 
770 and 1477 hertz are selected. If you press 7, the 
phone sends the frequencies 852 and 1209 hertz. 

What most people don't know is that these tones 
don't have to come from the telephone itself. If 
you're an extremely talented whistler, you could dial 
a number simply by whistling seven tones! 

Fortunately for us non-whistlers, the Atari com- 
puter can be commanded to produce the frequencies 
needed by the phone system. By sending out the 
proper combinations, we can dial the phone simply 
by holding the handset up to the television speaker. 
This will work with any phone on a Touch-Tone® 
system, even rotary-dial phones. Just be sure your 
local exchange can handle Touch-Tone® codes. 

Preliminary work. 

In order for the computer to simulate the Touch- 
Tone® frequency system, it must send out two 
separate frequencies. This is no problem, since the 
Atari computers feature four independent sound 
channels. For our purposes, we'll use channels 1 and 
2. 

Next, we have to determine how to get the fre- 
quencies we want. The number necessary in the 
Atari BASIC SOUND command to produce a spe- 
cific frequency can be found by the following 
formula: 

PITCH « = ( 63910 / FREQ J / 2 

Using this formula for all seven of the Touch-Tone® 
frequencies, we come up with the following table: 



TOUCH-TOHE 
FREQUENCY 



ATARI 
PITCH » FREQUENCY 



637 


HZ, 


46 


695 HZ. 


770 


HZ. 


42 


761 HZ. 


852 


HZ. 


38 


841 HZ. 


541 


HZ. 


34 


940 HZ, 


1209 


HZ. 


26 


1229 HZ. 


1336 


HZ. 


24 


1332 HZ, 


1477 


HZ, 


22 


1453 HZ. 



With tone frequencies in hand, we're now ready to 
write our Touch-Tone® program. 

Line 80 DIMensions three important varia- 
bles. Fl and F2 are the arrays for the two fre- 
quency values, loaded from the DATA in Lines 
350-460. PN$ holds the desired phone number, 
up to 20 digits long. If necessary, you can make 
this string any length. 

Line 100 reads the frequency DATA and 
places it into the Fl and F2 arrays. The two 
frequencies for the number 6, for example, are 



found in Fl(6) and F2(6). Positions 10 and 11 
are special cases, and hold the frequencies for 
the "*" and "#" keys, respectively. 

Lines 120-130 accept the phone number 
from the keyboard, placing it in the PN$ string. 
Be careful when entering values here: the pro- 
gram will only produce tones for the 12 Touch- 
Tone® characters. 

Line 150 starts the actual dialing process, 
with a FOR-NEXT loop. The loop will process 
each character of PN$. 

Line 170 checks the current character to see 
if it is the "*" character. If it is, the program sets 
the variable N to 10 and execution continues at 
Line 220. 

Line 190 checks to see if the character is the 
"#" character. If so, the variable N is set to 11, 
and the program continues at Line 220. 

Line 210 sets the variable N to the value of 
the digit of PN$ indicated by the variable X. 
This number will be from 0-9. 

Line 230 sends out the two frequencies for 
the number indicated by the variable N. The 
sounds sent are pure tones (10) and are sent at 
volume 4. If you would like to adjust the 
volume, just remember to change BOTH of the 
SOUND statements. 

Line 250 is a FOR-NEXT loop which leaves 
the two frequencies on for 40 counts. This 
insures that the tone will be recognized by the 
phone company switching equipment. 

Line 270 turns the tones off. 

Line 290 is another FOR-NEXT loop which 
leaves the sounds off for 20 counts. 

Line 310 completes the first FOR-NEXT 
loop started in Line 150, so the program will 
loop back and get the next digit of the number 
to be dialed. If all digits have already been sent, 
the program falls through to Line 330. 

Line 330 goes back to Line 120 to accept the 
next phone number. 

Line 350-460 are the frequency values for 
the dialer. Line 350 contains the two frequen- 
cies for the number 0; 360 contains those for 
the number 1, etc. Lines 450 and 460 are special 
cases, and hold the values for the "*" and "#" 
keys, respectively. 

What do you do with it? 

Some of our more practical readers are probably 
asking, "What in the world is this program good 
for?" 

First, you could store frequently-used phone 
numbers on disk and write a program to recall them 
when needed. This could be particularly good for a 
severely handicapped individual. The good part is 
that the program works even with rotary equipment, 
as long as your local phone company supports 
Touch-Tone®. 



ISSUE 19 



ANALOG COMPUTING 



PAGE 59 



Second, some of the "cheap" long-distance servi- 
ces, such as MCI, require you to enter a personal 
access code. If you don't have Touch-Tone® equip- 
ment, you can't do this. Radio Shack sells a small 
Touch-Tone® "beeper" unit ($24.95) for this pur- 
pose. Is typing this program worth it? You be the 
judge. 

Lastly, this program makes a nice demonstration 
of some of the odd things your computer can be used 
for, especially if somebody says the Atari is "just a 
game machine." If you belong to an Atari user group, 
get up on stage and let them know what this little 
machine can do. Some of them may have more appli- 
cations for this program, and we'd liketo hear about 
them. D , ^ /^<rU.g. pP-g^/ ^ 



-^ 



<^^& 



^ 



.^r 



iO REM KKMKKKKKMKKKKKKKKKKMKKKMK -K 
26 REM # TOUCH-TONE (TM3 DIALER * 
30 REM * « 

dO REM * BV: TOM HUDSON » 

5fl REM » ANALOG COMPUTING ttl9 * 
68 REM KKKKKMKKKMKICKKKKKKKKKMKICICK 
70 REM ««« SET UP ARRAYS *** 
80 DIM Fl(ll) ,F2fllJ,PN$(20J 
98 REM «*« LOAD FREQUENCY DATA *** 
188 FOR X=G TO 11:READ A, B : Fl CK> -A : F2 t 
K)=B:NEXT K 

110 REM *** GET PHONE tt TO DIAL *»* 
128 PRINT "ENTER NUMBER TO DIAL- 
ISO INPUT PN$:TRAP 120 
148 REM #»# NOW DIAL IT! »»« 
150 FOR K=l TO LENtPN5J 
160 REM «*K 15 IT *^ »** 
176 IF PNS<K,K)="*" THEN N=18:G0T0 220 
188 REM »** IS IT n'^ K«« 

198 IF PNS{X,K)="tt" THEN N=11:G0T0 228 
200 REM ««« GET DIGIT OF NUMBER *** 
210 N=yALCPNStH,H)5 

220 REM «** NOM START BOTH TONES! »** 
238 SOUND 1,F1CN) ,10,4:SOUND 2,F2tN),l 
0,4 

240 REM »«« LEAUE TONE ON A MOMENT «*« 
258 FOR D=l TO 40:NEXT D 
268 REM «** NOH TURN TONES OFF «*« 
270 SOUND 1,8,6,0:SOUND 2,8,0,0 
280 REM *** LEAVE OFF A MOMENT »** 
290 FOR D=l TO 28:HEXT D 
308 REM *** NOM DO NEXT DIGIT! *H«t 
310 NEXT X 

320 REM «*K ALL DONE, GET NEH tt *«* 
330 GOTO 120 

340 REM »*# TONE DATA **» 
350 DATA 23,34 
360 DATA 26,46 
370 DATA 24,46 
380 DATA 22,46 
390 DATA 26,42 
480 DATA 24,42 
410 DATA 22,42 
420 DATA 26,38 
430 DATA 24,38 
440 DATA 22,38 
450 DATA 26,34 
460 DATA 22,34 



CHECKSUM DATA 

(See page ii) 



10 DATA 280,408,804,862,182,298,812,39 
2,478,326,189,345,132,638,929,7067 
160 DATA 945,487,937,489,266,715,989,8 
75,649,125,655,995,498,133,499,9257 
310 DATA 765,93,702,232,747,767,764,76 
1 , 764, 733, 730, 761, 758, 755, 758, 10090 
460 DATA 749,749 



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STOP PLAYING GAMES 






Calculate odds on HORSE RACES with ANY COMPUTER 
using BASIC. 

■ SCIENTIFICALLY DERIVED SYSTEM really works. TV 
Station WLKY of Louisville. Kentucky used this system 
to predict the odds ol the 1980 Kentucky Derby See 
Popular Computing (February 1984) lor a review of this 
program. This system was written and used by 

computer experts and is now being made available to home computer owners. This method 
is based on storing data Irom a large number ol races on a high speed, large scale computer 
23 (actors taken (rom Ihe "Daily Racing Form" were then analyzed by the computer to 
see how they inlluenced race results. From these 23 lads, ten were found to be Ihe most 
vital m determining winners, NUMERICAL PROBABILITIES o( each o( these 10 (actors were 
Ihen computed and this (orms Ihe basis o( this REVOLUTIONARY NEW PROGRAM, 

■ SIMPLE TO USE: Obtain "Daily Racing Form" the day belore Ihe races and answer the 
to questions about each borse Run the program and your computer will print out the 
odds lor all horses in each race. CO(«PUTER POWER gives you the advantage! 

■ YOU GET 

1) Program on cassette or disk, 

2) Listing of BASIC programs lor use with any computer, 

3) Instructions on how lo gel Ihe needeO Oala Irom the "Daily Racing Form," 

4) Tips on using Ihe odds generated by the program, 

5) Sample lorm lo simplify entering data lor each race, 
MAIL COUPON OR CALL TODAY 

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CIRCLE #130 ON READER SERVICE CARD, 



PAGE 60 



ANALOG COMPUTING 



ISSUE 19 



A Terminal Program 

for your Atari 



Teletari 

DON'T ASK Computer Software 

2265 Westwood BLVD B-150 

LOS Angeles, Ca. 90064 

$29.95 



by Tony Messina 



Do you have a problem with your current terminal 
software? Problems such as not being able to save 
your communications to disk or not being able to do 
anything but talk to a modem. In short, is your 
terminal software really terminal? If you are frus- 
trated with the limitations of your current package 
then Tele-tari may be what you need. 

An overview. 

Tele-Tari is a communications package which 
requires a disk drive, 32k of memory and an 850 
interface module. It has a host of features not found 
in many other packages. The most important is the 
ability to configure ports other than port 1 on the 
850 interface module. 

The flexibility of Tele-tari is just a little short of 
amazing. I have used this package to talk to plotters, 
printers, mainframes. Motorola 68000 development 
boards, video-disc players and even a microwave 
oven (no comment!). The program is easy to use and 
guides the user with various menus. On power-up 
the main menu consists of the following selections: 

Online — puts computer in online mode 

Save — saves buffer to disk 

Load — Loads buffer from disk 

Review — Allows review of text in current 
buffer 

Print — Sends buffer contents to a printer 

Upload — sends contents of buffer to other 
computer 

Directory — allows viewing of the disk 
directory files 

Terminal Parameters — allows selection of 
various parameters 

Most of the above are pretty self-explanatory. The 
Terminal parameters option allows you to configure 
any port on the 850 interface module. Selection of 
this option produces yet another menu from which 



to make your selections. Items which can be altered 
under this menu are: 

port number 
baud rate 
stop bits 
bits per word 
input/output parity 
translation mode 

monitor of DSR,CTS,CRX input lines 
monitor of DTR,RTS,XMT output lines 
Selection of XON/XOFF enable 
Ignore/process incoming control characters 
Line feed after carriage return 
Selection of Ascii or ATASCII delete when 
DELETE-BACKSPACE key is hit 
Screen margin adjustments 

That's quite a bit of stuff. All selections are made 
via a few simple keystrokes. This makes the program 
very easy to use. 

Documentation. 

A 32-page owner's guide accompanies the pack- 
age. The guide is written in plain English, not "jargo- 
nese. " All functions are covered, as well as hints/tips 
on transfering programs. Chapter 15 also includes a 
handy list of Public Access Message Systems along 
with their phone numbers. This type of list changes 
like the weather but I did find many numbers to be 
valid. 

Although this program is very flexible (I do use it 
quite often) there are some things which bug me and 
should possibly be changed. Directory access is 
allowed only on disk 1 . Those of us with multiple 
drives must have our work disk on drive 1. Sending 
buffers to the printer cannot be stopped unless SYS- 
TEM RESET is hit. This will not harm anything but 
it isn't really a neat way to abort. 

The verdict. 

Although I had a few gripes, the program's ease of 
use, user goof-proofing and flexibility far outweigh 
them. Anyone who needs to communicate with 
other devices will find this program far easier to use 
than any other I have seen. Tele-Tari has been 
around for a while and some enhancements are in the 
works. I can truthfully say that Tele-Tari has been 
worth every penny of the purchase price and has paid 
for itself many times over. D 



Turn your Atari 
into a Ferrari 



Introducing the all-new 1984 Indus GT™ disk 
drive. The most advanced, most complete, most 
handsome disk drive in the world. 

A flick of its "Power" switch can turn your Atari 
into a Ferrari. 

Looks like a Ferrari. 

The Indus GT is only 2.65" high. But under its 
front-loading front end is slimline engineering 
with a distinctive European-Gran flair. 

Touch its LED-litCommandPost™ function con- 
trol AccuTouch™ buttons. Marvel at how respon- 
sive it makes every Atari home computer. 

Drives like a Rolls. 

Nestled into its soundproofed chassis is the 
quietest and most powerful disk drive power sys- 
tem money can buy At top speed, it's virtually 
unbearable. Whisper quiet. 

Flat out, the GT will drive your Atari track-to- 
track 0-39 in less than one second. And when 
you shift into SynchroMesh DataTransfer,™ you'll 
increase your Atari's baud rate an incredible 
400%. (Faster than any other Atari system drive.) 

And, included as standard equipment, each 
comes with the exclusive 
GT DrivingSystem™ of 



software programs. World-class word processing 
is a breeze with the GT Estate WordProcessor.™ 
And your dealer will describe the two additional 
programs that allow GT owners to accelerate their 
computer driving skills. 

Also, the 1984 Indus GT is covered with the GT 
PortaCase™ A stylish case that conveniently dou- 
bles as a 80-disk storage file. 

Parks like a Beetie. 

The GT's small, sleek, condensed size makes it 
easy to park. 

And its low $449 price makes it easy to buy. 

So see and test drive the incredible new 1984 
Indus GT at your nearest 
computer dealer soon. 

The drive will be 
well worth it. 



INDUS 




The all-new 1984 Indus GT Disk Drive. 

The most advanced, most handsome disk drive in the world. 




For acldilional information, call 1-800-33-INDUS. InCalifornia, call 1-800-54-INDUS. 213/882-9600. 

© 1983 Indus Systems 9304 Deering Avenue, Chatsworlh, CA 9131 1 . The Indus GT is a product of Indus Systems. Atari is a registered trademark ol Atari, Inc. 

CIRCLE #131 ON READER SERVICE CARD. 



SpartaDOS and ARCHIVER IF 




From the authors of the CHIP! 

SpartaDOS is our all new command driven DOS fully compatible with all disk drives made for 
the Atari Home Computers™ Supports all Atari compatible densities - both single and double 
sided, bVi and 8 inch. 

UltraSpeed™ I/O allows read/write 2 to 4 times faster than standard!* Comprehensive utilities 
include: a sector copier, RS-232 handler, and DOS file translators. 

ARCHIVER II allows UltraSpeed backup of all diskettes and compacting of multiple programs 
on each disk. Includes an exceptional editor, a speed check, and is fully automatic. 
Available now for Atari 810 and 1050 drives! Coming soon for most other brands. 



Suggested Retail Price $129.95 (plus shipping and installation) 



See SpartaDOS and ARCHIVER II now at leading computer stores or order direct from: 

Spartan Software 

Div. of ICD, Inc. 

828 Green Meadow Ave. 

Rockford.IL 61107 

815-229-2999 (1:00-9:00 p.m. CST) 

' Speed depends on drive hardware. A chip replacement is required for most drives. 

SpartaDOS, ARCHIVER II, and UltraSpeed are trademarks of ICD, Inc. Atari is a registered trademark of Atari, Inc. 



CIRCLE #132 ON READER SERVICE CARD. 



Educational 
Computer Gaines? 



by Richard E. Herring 



To many people, the title of this article (especially 
without the question mark) may seem to be a mis- 
nomer. There are computer programs which are 
clearly educational in nature, and games are in abun- 
dance for all popular personal computers. It is the 
proximity of the words "educational" and "games" 
which causes raised eyebrows. There exist, how- 
ever, computer games which hold great promise of 
having real educational value. 

Traditionally, education has not been considered a 
"fun" activity. Many educational computer pro- 
grams carry this to an extreme by simply replicating 
dry drill and practice exercises commonly available 
in workbook form. The only positive aspect these 
programs add is the use of the computer itself. With 
a computer, math problems can at least be displayed 
with large colorful numbers, and immediate feed- 
back can result from each problem attempted. 

Arguing that familiarity with computers is 
extremely important for today's students, some 
people feel that computerized drill and practice is 
fine. After all, the child learns to use the keyboard, 
becomes comfortable with the technology, and 
benefits from having an unemotional tutor who is 



ready to work whenever the child wants. 

Further, learning, by the nature of the way we 
impose it, is simply not fun. That is not to say that it 
is not reinforcing. Indeed, many children move quite 
well from extrinsic reinforcers to their own sche- 
dules of internal reinforcement, intermittently 
strengthened by praise or grades. Yet the fact that 
something is reinforcing does not make it fun. Few 
children will sit down with a spelling workbook, just 
as few adults will scan a technical journal for fun, 
even though there is real benefit to be had. 

"Fun" is not a very objective or measurable criter- 
ion by which to evaluate educational computer 
games. It would be preferable to have statistically 
valid data on children's choices of activity when 
given a variety of ranges of choice. Which games 
would rate on a level with the children's personal 
pastimes or hobbies? During which activities would 
the frequency of smiles and laughter be highest? For 
which would failure most often result in increased 
concentration and determination, rather than in giv- 
ing up? By these criteria, most educational games 
could not really be considered fun. 

Can't games themselves have a real educational 



PAGE 64 



ANALOG COMPUTING 



ISSUE 19 



value? Leaving aside the reflexes "learned" by play- 
ing Pacman, many games do indeed help to develop 
basic reading, vi^riting and arithmetic skills. The 
games which do this in the most structured way, and 
are usually the most accepted in educational circles, 
often rely on the interpersonal dynamics of game 
play. In other words, the game itself is not really 
much fun to the student participants, but the interac- 
tions of the students during play is reinforcing. 

In a structured setting, where the choice is between 
playing such games and doing workbook exercises, 
the games are an easy choice. Once again, a situation 
exists where children are not liable to pick out these 
games for true leisure time activity. 

Are there games which have undeniable educa- 
tional value, where the learning to take place is spe- 
cific and measurable and capable of incorporation 
into a curriculum? Certainly, there are games which 
incorporate some of the best educational designs. 
With few chances for failure, the player/learner is 
lead progressively from his or her current knowledge 
base to an expanded one. There are even some of 
these educational games which students will choose 
to play, not as the least of several evils, but for fun. 
Very few computer programs fall into this category. 
There are a few good examples where learning in a 
structured way can also be fun. Dynacomp's Hodge 
Podge is a program which has proven to be enter- 
taining for many young children. For older students, 
programs like Rocky Boots from The Learning 
Company introduce difficult concepts in an enjoy- 
able fashion. My choice for the best type of educa- 
tional computer game however, is the generic adven- 
ture game. 

Admittedly, I haven't heard of many adventure 
games (other than some of Spinnaker's offerings, 
such as Snooper Troops) which claim to be educa- 
tional. Yet I have no trouble picking adventures as the 
educational computer games. My rationale is simple 
— adults play adventure games. 

That one aspect of adventure games is determina- 
tive. Let's look at education from the child's view- 
point. What we see is a system that makes us "work" 
a lot. Our parents have no homework, no pages of 
problems to complete, no tests for which to study — 
at least not that we see at home in the evening. It 
seems that what grown-ups do, even for claimed 
"educational" purposes, is their choice and, usually, 
fun. 

In addition, many children simply want to do what 
their parents do. If you like to wear knit shirts with 
little alligators on them, you probably know that 
your children will plead for clothing of a similar 
status. And, if you have both a personal computer 
and a child at home, I will bet that at least once that 
child has wished for his or her own computer. 

Adults play adventure games for fun. This can give 
adventure games some real value in the child's world. 



Particularly the older child — who can play the same 
game as the adult, and not a simplified children's 
version — can perceive status in the play of the game 
apart from the built-in challenge. 

Now let's consider the educational potential I 
claim for adventure games. Since the arguments hold 
true for the new graphics adventures, they will not be 
considered separately from the traditional "text 
only" adventures. The purpose of an adventure 
game is to win by completing some difficult task, 
e.g., slaying dragons, finding treasures, navigating 
oceans and solving puzzles. 

What is really happening as you explore this inter- 
active mini-novel called an adventure? First, you do a 
fair amount of reading. Your current location, visible 
objects and the directions available for travel must 
all be described on the screen. After each command 
you give, the descriptions change. You cannot just 
skim descriptions, either. Try to discern the differ- 
ence between a "teeny tiny little maze" and a "tiny 
teeny little maze" if you are not reading closely. 

Then you must say what to do next. Most com- 
monly, you will type in a two-word command in 
verb/noun format. You had better know at least two 
parts of speech. No incorrect spelling is permitted. If 
your format or spelling is wrong, you will have to try 
the command again. In the meantime, your lantern 
may be running out of fuel. 

While you are doing all this, you must be thinking 
analytically. What object have you passed which will 
prevent you from being burned by the dragon's 
breath? Oh yes, but where was it, and how do you get 
back there? Have you ever drawn a map? Adult or 
child, if you play adventure games, you probably 
have. 

Not every adventure game is an educational mas- 
terpiece. Games with misspelled words or swamps in 
hotel lobbies lose their value for both education and 
fun. Adventure games do provide an excellent 
medium for education. There is no reason why 
games could not be written with specific vocabulary 
lists or with arithmetic computation required to 
solve certain puzzles. Since mapping your progress is 
usually necessary, an adventure game could probably 
even introduce the basic concepts of non-linear 
space-time. 

In order for a child to choose to play a game, 
whether educational or not, it must be perceived as 
fun. We have effectively taught many children to 
beUeve that the types of educational games which 
they see used in school, but never played at home by 
adults, are games which are not inherently fun. 
Obviously fun, judging by their wide following of 
computer game players, adventure games offer an 
alternative. With adequate design, adventure games 
are flexible enough to incorporate nearly any subject 
into a format which will seem, to the learner, to be 
only secondarily educational. D 



ISSUE 19 



ANALOG COMPUTING 



PAGE 65 



CHANCELLOR OF THE EXCHEQUER 
MACH-INA STRATEGY GAMES 
161 Aragon Avenue 
Coral Gables, FL 33134 
48K Disk $29.95 



by Bob Curtin 

This review was supposed to be turned in a month 
ago, but I was so impressed with this program I 
wanted to do more than review the game on first 
impression. 

Looking at the credits in the documentation I 
noted that the game was designed by R.C. Chiofolo, 
Ph.D. Mr. Chiofolo is a long time boardgamer and 
computer programmer who had, in the past, con- 
verted some (now defunct) SIMULATIONS PUB- 
LICATIONS, INC. materials to computer. That 
experience sparked the inspiration for a design of his 
own, and COE is the result. The game is based on an 
historical situation in England in the early nineteenth 
century, at the beginning of the industrial revolution. 
Great Britain is divided into eight regions with vary- 
ing resources, populations, money reserves, manu- 
facturing capacity, and transportation nets. The 
objective of the game is ". . .to achieve top hole 
rating on the Analysis Program Graph. To do this 
you must merge all eight Regions with Great Britain, 
maximize population and machine utilization, and 
have at least 55,000 pounds sterling in the Exchequer 
by 1915." This is achieved through production of 
natural resources and crops, manufacturing of tools, 
factories, transportation, arms and consumer goods, 
and the allocation of these different resources in the 
eight regions for maximum effectiveness. 

Interregional trade is of utmost importance, since 
most of the regions don't have balanced output of 
resources. The idea is to trade what you do have for 
that which you don't, manufacture the tools and 
machinery to make production more efficient, get rid 
of the excess population (by inducting them into the 
service or shipping them off to Australia) and build- 
ing a transportation network to accomplish this. 

Sounds simple enough. But there are a few flies in 
the ointment. For instance, labor strikes, bad 
weather destroying crops and creating famine, civil 
unrest, and inflation all work to put you on the losing 
end of the stick. 

Playing the game is easy. All input is through the 
keyboard, and illegal entries are not allowed. The 
game takes quite a bit of time to play, expecially when 
you're new to the system. You can save up to three 
games, or restart the historical game. Oh yes, those of 
you who own Epson printers can dump either indi- 
vidual region displays, or all regional displays, to a 
printer to obtain hard copies for analysis during the 
play of the game. It takes some hard mental gymnas- 



tics to eke out that last bit of efficiency and attain top 
hole ratings, and the hard copies are definitely 
needed. 

You should also note that trading can take place 
anytime — before or after, but not during a particular 
stage. For those times when a little fine tuning is 
needed in a couple of regions for the next stage, this is 
invaluable. 

The ANALYSIS program is one of the nicest fea- 
tures of the game, and of course the only way you can 
tell if you've "won" or not. Each of the regions can 
be analyzed for efficiency, as well as the national 
rating. This analysis is based on the degree of 
mechanization, population utilization, income, mer- 
gers, and the skill level you chose at the beginning of 
the game. 

This game is definitely not for everyone. The phys- 
ical playing of COE is very easy. The options are 
always displayed somewhere on the screen and are 
usually one-touch commands. The complexity of the 
game lies in the game itself. The manipulation of so 
many constantly changing variables, and the analyz- 
ing of the data is (at least for me) a mind bending 
experience. If you'd like a teenie insight into what it'd 
be like to head up an economic organization, buy 
COE. If you thrive on complex problems, buy COE. 
If you enjoy puzzles, buy COE. If you like chess, 
you'll probably like this game. If you're a Pac-Man 
freak, you'll probably hate it. 

The Atari is capable of so much more than creating 
hoardes of galactic killers. Arcade games are a nice 
diversion and, admittedly, they make an enormous 
amount of money, but they are just so much intellec- 
tual pap. Chancellor of the Exchequer is a game 
which is not only intellectually stimulating, but a 
program which'll teach you something in the process. 
I'd like to see more programs on the market like this, 
perhaps simulating different business environments 
(management, corporate finance, stock market, ad 
infinitum) or other areas of human endeavor. I hope 
COE does well. D 



WANT 

TO 
SUBSCRIBE? 

CALL 

TOLL FREE 

1-800-345-8112 

In Penna. 1-800-662-2444 



HIGH QUALITY 
PRODUCTS AT 
AFFORDABLE PRICES 



As Easy As Falling Off . . . 

niOG COMPUTING 

Dealer and distributor inquiries invited. 



ADVANCED SOFTWARE 
DESIGNS FOR HOME 
COMPUTERS 



We at ALOG Computing wish to thank you for the response you 

have given us on our first product the ALOG Pagewriter. (See 

Comments) Now we have two other utility programs available for 

Atari Home Computer users. We have tried to make them simple and 

fun to use. We hope you enjoy them. 

All our programs work on ATARI 400/800, 800XL, and 1200XL 

computers. 

THE ALOG PAGEWRITER 

Turns your ATARI computer and 80 column printer into a very easy to use electronic 
typewriter. Because the entire page layout is displayed while the user is typing and 
editing, the ALOG PAGEWRITER is ideal for simple word processing tasks such as 
letters, notes, memos, or the kid's book reports and term papers. The average 
learning time is about five minutes. 

KEY FEATURES 

• Uses standard Atari editing keys (e.g. INSERT, DELETE, TAB, etc.) 'A HELP screen 
with command summary • Visible and fully adjustable margins • FILL command for 
right justification • Automatic return option (with word moving) • Line 'Split' and 
'Splice' commands • Store 10 pages with no disk swapping • Not copy protected 

REQUIRED EQUIPMENT: 

• At least 32K of RAM • One disk drive • 80 column printer 

THE ALOG DISPLAYMAKER 

A versatile color graphics program in Forth that you can usefor making graphs, charts, 
displays or just have fun drawing pictures. 

KEY FEATURES 
Graphics Mode: • Circles, Ellipses, Rectangles • "Rubber Band" lines • Semi- 
automatic fill • Color pallette for easy variation • Zoom magnification 
Text Mode:* Three sizes of characters • Three colors • Regular ATARI characterset 

• Special character set • "Built-in" character editor (gives unlimited number of 
characters) 

Disk Storage of 8 displays 

"Slide Show" display features 

Graphics dump to many dot graphics printers 

(2 sizes) — Epson*, Gemini 10, Prowriter and others. 

'requires Graphtrax opiion 

REQUIRED EQUIPMENT 

• At least 48K of RAM • One disk drive • Optional (joystick and graphics printer) 

THE ALOG MAILLIST 

A simple, easy to use data base program specifically designed for making and keeping 
mailing lists and printing out mailing labels. 

KEY FEATURES 

• Multilevel fast search and sort • Complete disk utility package • Split & merge files 

• Supports 1 or 2 disk drives • Prints continuous form labels 1 to 2 inches high • Uses 
standard ATARI Editing Keys • Holds 130 records in memory and 500 records per 
disk • Make your own backup copies 

REQUIRED EQUIPMENT 

• At least 32K RAM (48K recommended). • One disk drive (works fine with two) of 
any manufacture that works with ATARI DOS 2.0S • ATARI BASIC Cartridge • ATARI 
DOS 2. OS • A printer with adjustable tractor feed. 



COMMENTS 

from users of the Alog Pagewriter (used 
with written permission) 

"Great product. I wrote two pages the first time 
I sat down with it. I wish I had it a couple of 
years ago. " 

James Tanaka, Monterey Park, CA 

"Refreshingly simple but adequate word 

processor at an affordable price — good work. " 

Jay Carccarese, San Jose, CA 

"Super, lama Valforth programmer and I love 
it. " 

P.R.S., San Antonio, Texas 

"Good, simple text processor for letters — great 
to be able to back up master disk. " 

Larry Cox, Floyds Knobs, IN 

"Excellent, it makes letter writing a dream. " 
M.H., Oaktown, VA 

"Great price and easily learned. " 

Noel Brooks, Great Falls, MT 

"As I have u.sed PAGEWRITER I have grown 
to love it. After using WORDSTAR and 
LETTER PERFECT a truly user kind word 
processor is a wonderful experience. " 

"One feature which I feel sets it apart from all 
others is the capability to visualize the page. 
This feature is indispensable when designing 
tables for a report. " 

"Vianks again for an excellent piece of 
software. " 

John C. Goodman, Marblehead, PA 

"Excellent for one or two pages of text. It's 
simple. " 

Richard E. Lane, Vandenberg AFB, CA 

" Very Easy to use. It 's very useful for letters " 
Florian C. Pulver, Riverside, California 

"/ have found your product to be quite easy to 
operate and understand, both in the written 
instructions and manual operation. I have the 
ATARIWRITER and BANK STREET 
WRITER and I find myself using your product 
more than either one of these two products. " 

"/ have also found that for the price of your 
product versus that of the other companies that 
your product has paid for itself twice over. " 
Edward Locke, Mentor, OH 

" Very easy to use and perfect for my needs. " 
J.B. Karluk, Throop, PA 



All programs are only $39.95 each. To order direct send check or money orderto ALOG Computing, 
I 1040 Veronica Springs Road, Santa Barbara, CA 93105. We pay shipping. For information, credit 
I card orders or C.O.D., call our distributor: COMSTAR (805) 964-4660. 



CIRCLE #133 ON READER SERVICE CARD. 



(ATARI Is a trademark of Atari, Inc.) 



ISSUE 19 



ANALOG COMPUTING 



PAGE 67 



BRUCE LEE 

by Ron J. Fortier 

DATASOFT 

19808 Nordhoff Place 

Chatsworth.CA 91311 

(818)701-5161 

32K Disk or Cassette/$34.95 



by Michael Des Chenes 



Even if you're not into Kung Fu/Karate movies, 
don't let that stop you from taking a look at Data- 
soft's newest release, Bruce Lee. I must admit that I 
enjoy watching Sunday afternoon martial arts 
movies. I don't want to offend any faithful followers 
of these films, but many offer — if nothing else — good 
comic relief in the midst of their good guy vs. bad guy 
vengeance plots. Even if you're not into martial arts, 
but enjoy computer games with good play ability and 
nice graphics, you should strongly consider Bruce 
Lee. 

You have the option of playing against the compu- 
ter as Bruce Lee, or as an opponent, the Green Yamo. 
In either choice you can play against the computer, 
against another player, or take turns with another 
player. Once the game is booted, you'll have to sit 
through a short musical intro and a title screen along 
with a good graphic representation of Bruce Lee. As 
the title character, your perilous mission is to search 
for a wizard who dwells within a mighty fortress. 
After you destroy this evil menace, you can claim his 
wealth. 




Bruce Lee. 

You begin the game at the entrance of the fortress. 
This is one of twenty rooms, each of which you have 
to explore. Each room is also sealed off from the 
others. The only way to get to an adjoining room is to 
jump up and take lanterns that are hanging in various 
parts of the rooms. Many of the lanterns control the 
opening of doors and passageways leading to other 




parts of the fortress. There are also flashing buttons 
which appear in some of the later rooms that must be 
turned off by touching them. When you've played 
the game for a while, you will discover which lan- 
terns are important enough to take. The amount of 
lanterns gathered also determines your final score. 
At first, I wasn't concerned with what kind of score I 
had. I just wanted to get to the wizard. Now that I've 
gotten to the end of the game, I try to get all of the 
lanterns — which is not always as easy as it looks. 

Throughout the game you are constantly harassed 
by ninjas and the Green Yamo. Your joystick con- 
trols your flying kicks, karate chops, and occasional 
ducking to avoid the assassins' blows. You must 
jump and climb on vines, ladders, and moving walls 
that can change direction and force you into strategi- 
cally placed swords. The hazards and traps that await 
you get worse as you get closer to the wizard's room. 
Electrical beams, lights streaming across the floors 
and exploding flames that appear from under you — all 
make this game one that will keep you up until the 
early hours of the morning. 

Once you have finished the game, you start back at 
the beginning. This may seem a little disappointing 
after all you've been through, but I guess it's a com- 
pliment to the game. You hope it will never end. 
Once you've returned to the beginning, be prepared 
for a more difficult game. The ninja and Green Yamo 
are very annoyed at this point, and will do everything 
they can to stop you. I couldn't make it out of the 
first screen the second time. 

We won't spoil the game for you by showing you 
too many of the rooms, but as you can see, the 
graphics are top notch, and the animation is very 
good. So put on your karate gi, tighten up your black 
belt, and prepare to do battle in Bruce Lee. Hiii — 
yaaalD 



PAGE 68 



ANALOG COMPUTING 



ISSUE 19 




Boot 
Gamp 




by Tom Hudson 



It's hard to believe, but here we are in the seventh 
installment of Boot Camp. We've only got a few 
more 6502 operation codes to cover before we begin 
writing full-scale programs, so hang in there! The 
best is yet to come. 

Old business. 

Last issue's assignment asked you to solve eight 
bit-manipulation problems. You were given before- 
and-after bit patterns and asked to find what opera- 
tion codes and operands were used to get the results. 
Figure 1 shows the completed assignment. Some of 
the problems had two possible answers. These are so 
noted, with both solutions. 



BYTE 1 OPH BYTE 2 



RE5ULT flHS 



i 



reieoeeii 

iieeieii 

iixieoeo 

iiiieeeo 

roieioiei 

iieeieee 
piiiiiiii 

Lllilllll 

eoieeiee 
eieeeiii 



AND 
EOR 
EOR 
AND 
EOR 
ORA 
EOR 
EOR 
AND 
EOR 
EOR 
EOR 



eioeeeei 

90080610 
81181801 

eioeeoeo 

10110680 
10101610 
10181618 
18118180 
11118881 
88881110 
10811188 
81818811 



81888881 
81888881 
18188816 
81686068 
01006860 
11111111 
11111111 
61111188 
11116881 
11118881 
10111888 
88818818 



(1) 
C2} 

tl> 
C2J 
CIJ 
C2) 

CI) 
f2) 



Figure 1. 

Clever readers have probably noticed that the 
fourth problem actually has far more than two pos- 
sible answers. In fact, by using the ORA instruction, 
BYTE 2 could be any value with bits 1,3,5 and 7 set! 
Try it yourself with a short program. 



Simple multiplication. 

As you may recall from issue 13 's Boot Camip, by 
shifting a binary number left one bit, we effectively 
multiply it by two. Shifting it left two bits multiplies 
it by four. This principle is very handy, allowing us to 
multiply integers quickly and easily. 

How do we perform this left-shift operation in 
6502 assembly language? With the ASL (Arithmetic 
Shift Left) instruction, of course. This operation 
shifts the contents of the accumulator or a selected 
memory byte left one bit, and has the following 
formats: 

ASL A (ACCUMULATOR) 

ASL nn (ABSOLUTE) 

ASL n (ZERO PAGE) 

ASL n,X (ZERO PAGE INDEXED X) 

ASL nn,X (INDEXED X) 

When an ASL instruction is executed, the accumula- 
tor or memory byte is shifted one bit to the left. 
Figure 2 shows how the operation is handled 
internally. 



BEFORE 6 [7 


8 


1 


1 


8 


8 


^ 


1 


CARRY BYTE=49 


AFTER 6 ^fe" 


1 


i 











1 






«-o 



CARRY 



BYTE=^8 



Figure 2. 



ISSUE 19 



ANALOG COMPUTING 



PAGE 69 



As you can see from the before and after images in 
Figure 2, each bit of the selected byte is shifted to 
the left one place. Since bit 7 has no other place to go, 
it is shifted into the 6502 CARRY flag. This is done 
to allow for multiple-byte shifts, which we'll look at 
in a moment. A zero is shifted into the 1 bit. As you 
can see, the value of the byte has been multiplied by 
two! 

As long as the results of your shift-multiples do 
not exceed 255 decimal, you will find the ASL 
instruction works fine. Problems begin, though, 
when you get into multiple-byte values. 



BEFORE 



e 


8 


I 


1 


8 


1 


8 



e 



1 



UftLUE :: 13478 
AFTER 






1 


1 


8 


1 


eje 


H 


* 


8 


I 


1 



1 


11 


1 


8 


8 



*8 



UfiLUE = 26948 



Figure 3. 

Figure 3 shows an example of a multiple-byte 
shift. As you can see, the contents of bit 7 of the low 
byte must shift into bit of the high byte. In order to 
do this, we must see the LSR instruction to shift the 
low byte, and a new instruction, ROL (Rotate left 
through carry), for the high byte. ROL has the fol- 
lowing formats: 

ROL A (ACCUMULATOR) 

ROL nn (ABSOLUTE) 

ROL n (ZERO PAGE) 

ROL n,X (ZERO PAGE INDEXED X) 

ROL nn,X (INDEXED X) 

The ROL instruction performs the same function as 
ASL, except that it puts the contents of the carry flag 
in the low-order bit instead of a zero. 

Both ASL and ROL set the SIGN, ZERO and 
CARRY flags according to the result of the operation. 

Let's look at a few examples of multiplication 
using the ASL and ROL instructions. 



Ifl 


»= 


$8688 




78 


LDfi 


»S87 


jPLfiCE 7 IN ACCUM 


38 


ft5L 


a 


,TIHE5 2 


48 


ft5L 


Q 


; TIMES 4 


S8 


ftSL 


A 


;TIME5 8 


68 


STfl 


TIME58 


JSAUE RESULT 


78 


BRK 




;AND STOP! 



88 TIMES8 »=»+! 



98 



END 



Figure 4. 

Figure 4 shows an example of single-byte multi- 
plication using the ASL instruction. In this example, 
we're multiplying the contents of the accumulator 
(7) by eight and storing the result in the location 
labeled TIMES8. 

Line 20 loads the accumulator with the 

number 7 (00000111 binary). You can try dif- 



ferent values here to test the multiply. Remember 
that since this is only a single-byte multiple, the 
result cannot exceed 255. Therefore, don't use 
any values greater than 31 decimal here. 

Line 30 shifts the accumulator to the left one 
bit, multiplying the accumulator by two. After 
this instruction executes, the accumulator will 
contain 14 decimal (00001110 binary). 

Line 40 shifts the accumulator left another 
bit. At this point, the accumulator is four times 
the starting value of 7 , or 28 (0001 1 100 binary). 

Line 50 shifts the accumulator left a third 
time, giving us eight times the starting value, or 
56 (00111000 binary). 

Line 60 stores the final value of 56 decimal 
($38 hex) in the location labeled TIMES8. If 
you change the value in line 20, the value you 
enter will be multiplied by eight and placed in 
TIMES8. 

Line 70 stops the program execution. 

Line 80 reserves one byte for the result of 
the multiplication, labeled TIMES8. 

(Continued next page) 




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PAGE 70 



ANALOG COMPUTING 



ISSUE 19 



The above example shows how easy the ASL 
instruction makes it to multiply a number by a 
power of two, but what if you want to multiply a 
number by five. 

In such cases, it's good to break the multiplier 
down into "bite-sized" pieces. For example, a mul- 
tiply by five can be broken down into: 



tnuHber * 4) 
+ Cnuwber J 



(nuHber « 5J 



The 6502 code required for this operation is shown 
in Figure 5. 



in 


*- 58680 




15 


LDfl »23 


; PLACE 23 IH ACCUM. 


?fl 


asL 


; TIMES 2 


?s 


ASL A 


; TIMES 4 


;?o 


CLC 


; CLEAR CARRY FOR ADD 


:ts 


ADC tt23 


J ADD 23 = TIMES 5! 


4ft 


STA TIME55 


:AND STORE RESULT 


4S 


6RK 


;ALL DONE! 


50 


TIME55 *=#+! 




55 


.ENO 





Figure 5. 

Similarly, a multiply by 10 can be broken down to: 



(nunfoer « 
+ (nunber * 



8> 
2) 



(nuMber « 18J 



With its 6502 code shown in Figure 6. 



10 


*- 50608 




15 


LDA tt23 


; PLACE 23 IN ACCUM. 


20 


ASL A 


; TIMES 2 


25 


STA TIMES2 


;SAUE «2 VALUE 


38 


ASL A 


; TIMES 4 


35 


ASL A 


; TIMES 8 


40 


CLC 


; CLEAR CARRY FOR ADD 


45 


ADC TIMES2 


;#8 + »2 = »18! 


50 


STA TIMESie 


;5AVE TIMES 18 


55 


BRK 


;AND STOP! 


60 


TIMES2 »=«+l 




65 


TIMES18 »=«+! 




70 


.END 





Figure 6. 

As you can see, you can multiply a number by 
almost any value, through a combination of left 
shifts and add/subtract operations. It's just a matter 
of careful planning when writing a program. 

Multi-byte multiplication. 

Now that we've looked at single-byte multiplica- 
tion, we can go on to bigger and better things, such as 
multiplying two-byte values. Figure 7 shows the 



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ISSUE 19 



ANALOG COMPUTING 



PAGE 71 



procedure for multiplying the two-byte value TOTAL 
by sixteen. Note that the low-order byte is always 
SHIFTed, and the high byte is always ROTATEd. 



10 


«= 


S0600 








15 


LDft 


»S02 


PLACE 02. . . 






20 


STft 


TOTflL+1 


IH TOTAL HI 


BYTE 




25 


LDft 


ttS4F 


PLACE 4F. . . 






30 


STfl 


TOTAL 


IN TOTAL LO 


BYTE 




35 


flSL 


TOTAL 


SHIFT LOW, 






40 


ROL 


TOTflL+1 


ROTATE HI = 


TIMES 


2 


45 


ftSL 


TOTAL 


SHIFT LOH, 






50 


ROL 


TOTAL+1 


ROTATE HI = 


TIMES 


4 


55 


ft5L 


TOTAL 


SHIFT LOW, 






60 


ROL 


TOTAL+1 


ROTATE HI = 


TIMES 


8 


65 


flSL 


TOTAL 


SHIFT LOW, 






70 


ROL 


TOTAL+1 


ROTATE HI = 


TIMES 


16 


75 


BRK 




ALL DONE! 






80 


TOTAL «=*+2 








85 


.END 









Figure 7. 

Lines 15-30 initialize the variable TOTAL to 

$024F(0000001001001111)binary.Notethatthe 
label TOTAL is the low-order byte and TOTAL+ 1 
is the high-order byte. 

Line 35 shifts the low byte of TOTAL left 
one bit, multiplying it by two. This operation 
places the contents of bit 7 of the low byte in the 
carry flag so that it can be shifted into the high 
byte by the next operation. 



Line 40 rotates the high byte of TOTAL left, 
placing the carry flag's contents in bit 0. Like the 
shift operation, the rotate places the contents of the 
high byte's bit 7 in the carry flag. After this 
instruction executes, TOTAL contains $049E 
(0000010010011110 binary), or two times the 
original value. 

Lines 45-50 multiply TOTAL by two a 
second time, resulting in a value of $903C 
(00001001001 1 1 100 binary), or four times the orig- 
inal value. 

Lines 55-60 multiply TOTAL by two again, 
giving a value of $1278 (0001001001111000 
binary), or eight times the original value. 

Lines 65-70 multiply TOTAL by two a final 
time, giving a final result of $24F0 (00100100- 
11110000 binary), which should be $024F*16. 
Checking, we find that $024F is 591 decimal. 
591 times 16 is 9456 decimal, or $24F0, and our 
answer in TOTAL is correct. 

These examples show the basics of 6502 multiplica- 
tion, but don't stop here. Study the above code and 
try creating your own programming puzzles. I've 
given you the ball, now run with it! 

(Continued next page.) 



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PAGE 72 



ANALOG COMPUTING 



ISSUE 19 



Divide and conquer. 

Now that we've covered simple multiplication, 
let's look at basic division. You know how bit- 
shifting works, so picking up the finer points of 
binary division should be easy. 

Remember how shifting the value 49 decimal 
(00110001 binary) left one bit gave us 98 (01 100010 
binary)? What happens if we shift the value RIGHT 
one bit? Figure 8 gives us the answer. 



CURRY 



BEFORE 


[7 


e 


A^ 








^ 




8YTE=4U 


AFTER 04 


TTe 


8 


1 


1 


6 


Q 



BVTE=24 



]^E1 

CftRRY 



Figure 8. 



As you can see, we've just discovered the first 
limitation of binary division — we can't handle 
decimals! Using real numbers instead of integers, 
49/2 = 24.5. Shifting the value 49 right one bit 
divided it by two, all right, but we lost the decimal 
portion of the result. We'll look at real number 
division in later installments of Boot Camp, but for 
now the loss of the precision does not matter. I 
mentioned the problem because it's good for you to 
be aware of this limitation. 

In the 6502 instruction set, the operation which 
performs this right shift is the LSR (Logical shift 
right) instruction. Its formats are: 

LSR A (ACCUMULATOR) 

LSR nn (ABSOLUTE) 

LSR n (ZERO PAGE) 

LSR n,X (ZERO PAGE INDEXED X) 

LSR nn,X (INDEXED X) 

As Figure 8 shows, the LSR instruction shifts all 
the bits of the indicated byte right one position. A 
zero is placed in the high-order, or 128 bit. The 
low-order, or 1 bit is shifted into the carry flag. This 
allows us to perform multi-byte right shifts, similar 
to multi-byte left shifts. 

Before we look at multiple-byte division, let's 
look at a single-byte example. 



18 


*= 50680 




28 


LDO ttl84 


;PUT 184 IH aCCUM 


38 


LSR A 


: DIVIDE BY 2 


40 


LSR a 


;OIVIDE BY 4 


50 


L5R a 


; DIVIDE BY 8 


68 


STA DIU8 


jSflVE RESULT 


78 


BRK 


;OND STOP? 


88 


DIU8 »=«+! 




90 


.END 





Figure 9. 

Figure 9 shows an example of dividing a single- 
byte value by eight. Like multiplication by eight, this 



operation requires three shifts, but in the opposite 
direction. In this example, we divide the number 184 
decimal by eight, placing the result in the location 
DIV8. 

Line 20 places the number 184 (10111000 
binary) in the accumulator. 

Line 30 shifts the accumulator contents 
right one bit, dividing the value there by two. 
After this instruction, the accumulator contains 
92 (01011100 binary). 

Line 40 shifts the accumulator right another 
bit, dividing the value by two again. At this 
point the accumulator is divided by four, and 
contains 46 (00101110 binary). 

Line 50 shifts the accumulator right a final 
time, leaving the accumulator containing the 
original value divided by eight. At this point it 
contains 23 (00010111 binary). 

Line 60 stores the contents of the accumula- 
tor in the location labeled DIV8 . If you examine 
this location after the program executes, you 
will see that it contains 23 decimal ($17 hex). 
Checking, you will find that this is 184 divided 
by eight. 

Line 70 BREAKS the program, stopping 
execution. 

Line 80 reserves one byte for the value 
DIV8. 

Now you see how simple single-byte division is. If 
you want to divide any integer up to 255 by a power 
of two, this process works fine. 

Shifting into high. 

Up till now, we've limited ourselves to simple, 
single-byte division. Now let's see how we do it with 
more than one byte. 

BEFORE 



8 + 



F 


ill 


8 


1 


1 8 


1 




8|1 


1 8 


1 


eJ8 


VALUE 


= 


28008 


AFTER 


l«l« 


1 


1 


8J1 


lis 


■* 


1 


oil 

1 


1 oil 0I0 


VALUE 


- 


14804 












I 


^ig 


ur 


e ] 


LO. 













Figure 10 shows the division of the two-byte 
value 28008 by two. As you can easily calculate, the 
result is 14004. If you compare this example with the 
multi-byte multiplication shown in Figure 3, you 
will notice an interesting difference. 

In multiplication, the LOW byte is shifted and the 
HIGH byte(s) is (are) rotated. This is because the bit 
shift proceeds from right to left. 

In division, however, things are reversed. Since we 
are shifting all the bits to the right, the HIGHEST 
byte is shifted, and the remaining bytes are rotated. 
This allows the low-order bits of the bytes being 



ISSUE 19 



ANALOG COMPUTING 



PAGE 73 



divided to shift into the lower-order bytes. 

Let's look at an example of the three-byte value 
SCORE being divided by four. The code necessary is 
shown in Figure 11. 



le 


*- 


$0600 




15 


LDfi 


tt$49 


;5ET UP. . . 


20 


STfl 


SCORE+2 


;3-BYTE. . . 


25 


LDfi 


«S23 


;UftLUE. . . 


38 


STfl 


SCORE+1 


;IH SCORE. 


35 


LDfi 


ttSF8 


;= $4923F8 


40 


5Tfl 


5C0HE 




45 


L5R 


SCORE+2 


JDIVIDE. . . 


58 


ROR 


SCORE+1 


J SCORE. . . 


55 


ROR 


SCORE 


;BV 2 


60 


LSR 


SCORE+2 


;DIVIDE. . . 


65 


ROR 


SCORE+1 


J SCORE. . . 


70 


ROR 


SCORE 


;BV 4 


75 


BRK 




JflND STOP! 


80 


SCORE »=»+3 




85 


.END 





Figure 11. 

Lines 15-40 initializes the three-byte value 
SCORE to $4923F8. Remember that multi- 
byte values are always stored in low byte-high 
byte order. In this case SCORE is the lowest- 
order byte and SCORE+2 is the highest-order 
byte. 

Line 45 SHIFTS the highest-order byte of 
SCORE right one bit. The 1 bit of SCORE+2 is 
placed in the carry flag, ready to be ROTATED 
into the next byte of SCORE. 

Line 50 ROTATES the middle-order byte 
right one bit. The bit carried from the highest- 
order byte is shifted into SCORE+1 's 128 bit, 
and the 1 bit of SCORE+1 is placed in the carry 
flag for the next ROTATE. 

Line 55 ROTATES the low-order byte of 
SCORE right one bit. Once again, the carry 
status is placed in the 128 bit, and the 1 bit is 
shifted into the carry. This final carry is not 
used, but is ignored. After this instruction exe- 
cutes, the value in SCORE is divided by two, 
and contains $2491FC. You can calculate the 
binary and decimal values as an exercise. 

Lines 60-70 perform the same function as 
Lines 45-55, leaving SCORE with the original 
value divided by four, or $1248FE. Calculate 
the decimal and binary values for this result, 
and you will see that the original value has been 
divided by four. 

Line 75 BREAKS the execution of the pro- 
gram. At this point, you can examine the three 
bytes of SCORE and see that they contain the 
proper result. 

Line 80 reserves three bytes for the variable 
SCORE. 

Well, now you have the basics of integer binary 
multiplication and division under your belt. The 
principle is simple, you just have to work with it 
until you feel comfortable. In order to do that, create 



your own problems to solve. If you run into diffi- 
culty, write me and I'll help out. After all, you may 
not be the only person with a particular question, 
and your query could help others understand more, 
too. 

Here it comes. 

For those of you who need some prompting to get 
started with problems, here's one that shouldn't be 
too hard if you've read carefully. 

Write a program that multiplies the value 5 by 27. 
Use any of the techniques we have discussed so far. 
There are several possible solutions to this problem, 
so give it your best shot. When you solve it, I'd like 
to see the technique you used. Send listings of your 
solutions to: 

Boot Camp 

c/o ANALOG Computing 

P.O. Box 23 

Worcester, MA 01603 

Next issue, we'll look at a couple of possible solu- 
tions. We'll also find out what the stack is and how it 
helps us write subroutines. D 



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PAGE 74 



ANALOG COMPUTING 



ISSUE 19 



SO; 

you Tvant to be a 

SYSOP? 



by Noel & Kim Thomas 



After seeing the movie 'Wai Games, we ran out and 
bought our first modem — an Atari 830 Acoustic. 
We soon found out that there were no local Atari 
Bulletin Board Systems (BBS). So, we took to the 
long-distance phone lines to locate Atari BBS's. 

It wasn't long before my wife, Kim, wanted to 
be a system operator (Sysop) of her own bulletin 
board. After many calls to various boards, we found 
one that had an AMIS Bulletin Board program that 
we could download. No documentation was pro- 
vided, although all the required programs were avail- 
able. These consisted of: 1) the bulletin board pro- 
gram, 2) the message-base initialization program, 3) 
the message-base compactor program, and 4) the 
message-base expansion program. 

Well, we had a modem and a program — now 
what? 

After a few hours of examining the program, Kim 
decided what files were going to be necessary. The 
next step was to create each text file and run the 
initial program in order to set up the sectors for the 
messages, since we were just starting out. 

The first text file to be created was the Welcome 
message. This is the first file the caller sees, so we had 
to think of a good name. After some thought we 
decided on the name S.P.A.C.E. It's an acronym for 
St. Petersburg Atari Computer Enthusiasts. This 
enabled us to incorporate a theme for the board 
patterned after the space shuttle. 



Text files are constructed using a word processor. 
We found that Text Wizard by DataSoft proved to 
be the best, because it allows the use of inverse 
characters. The other text files that were created 
include: 

Bulletins — Contain brief facts of interest, 
for sale, etc. 

File Directory — Contains a list of current 
programs for download. 

Help — Explains commands used in depth 
for new users. 

Information — Tells a little about the BBS 
and the equipment used. 

Joke — The weekly joke. 

Member Log — A listing of all Board 
Members, their phone # and computer type. 

Board Pass — Explains the password system, 
to the new users. 

Passfile — A file that contains the user's 
password, name, address, phone #, time lin\it 
and computer type code. 

Other Boards — A list of other BBS's 
broken up into Atari & non-Atari. 

Visit Library — The file that contains all the 
Public Domain software available from this 
BBS. The file is broken down into six sections: 
(Games, Music, Educational, Communication, 
Utilities, and Graphics). 

Function — File containing the brief sum- 
mary of the command list. 



ISSUE 19 



ANALOG COMPUTING 



PAGE 75 



Zero-Gravity — This file includes game tips, 
programming tips and other Atari related topics. 

This was the most time-consuming portion of the 
BBS set-up. Now that we had the message sectors 
allocated and the text files created, our work disk 
was finished, and we were ready for a trial run online. 

The first two weeks we were running the board 
using an acoustic modem. This became a little tire- 
some, since it required using "ringback." A person 
would call, let the phone ring once, then call right 
back. We would then wait for the second ring and 
put the phone on the modem. Needless to say, as the 
calls increased, we soon grew tired of this and pur- 
chased a Hayes Smartmodem 300. (See a review of 
the Hayes Smartmodem 1200 on p. 17. ) Next came 
the dedicated phone line which let us expand our 
hours of operation. 

After some experimentation we set the pins on the 
Smartmodem as follows: 



Pin Number 



DTR 

VERBOSE 

QUIET 

ECHO 

RING 

CARR. DET. 

RJll 

NOT USED 



1 

2 
3 
4 
5 
6 
7 



Setting 

UP 
UP 

DOWN 
UP 
UP 
UP 

UP 

DOWN 



The modem cable was wired as follows: 



Modem Pin 

Transmit Date 2 

Receive Data 3 

Ground 7 

Carrier Detect 8 

Data Ter. Rdy 20 

Ring Indicator 22 



850 (RI) 
3 SEND(OUT) 

4 REC.(IN) 

5 GROUND 
2 CRX(IN) 

1 DIR(OUT) 
6 DSR(IN) 



With the auto-answer modem, the SPACE BBS 
was off to a flying start. 

We now began to find out about the daily work 
involved in being a Sysop. Each day there are pass- 
words to add and backups to make of the work disk. 
Since we only selected 200 sectors for our message- 
base, we needed to use the compactor program about 
every 2 weeks. Soon it will be necessary to use the 
expansion program and increase the sector alloca- 
tion for messages to 300 or more. The bulletins need 
to be updated, and the download files rotated on a 
weekly basis. Many hours are spent in the evenings 
chatting directly with the callers and answering their 
questions. 

As you can see the Sysop's activities are many, but 
there are rewards, too. We have met hundreds of 
people through the BBS and have made many new 
friends. We have callers from all over the country, 
including one from Texas named Bugs Bunny! 



Required hardware. 

The hardware necessary to run your own BBS is: 
An Atari 400 or 800 with 48K 
At least 1 Disk Drive 
Atari 850 Interface 
Printer 
Modem (preferably Hayes Smartmodem 300) 

The SPACE BBS runs on an Atari 400 with 48K, 
with an Inhome B-Key Keyboard, two 810 drives, 
Hayes Smartmodem, 850 interface, and an Atari 820 
printer. 

BBS comtnands. 

All bulletin boards have a list of commands that 
allow the caller to select which area to access. Since 
the theme of our BBS is a flight in space on a shuttle, 
commands are listed as your "Control Panel." The 
following commands can be found at the Control 
Panel: 

Command Function 

A Toggles Atascii/Ascii mode 

B Bulletins 

C Chat with Captain 

D Download Files 

E Enter Message 

F Files Available for Download 

G Goodbye/Logoff 

H Help with Commands 

I Information on Shuttle 

J Joke Corner 

L Toggles Linefeeds 

M Member Log 

N New User Password Application 

O Other BBS List 

P Private Message to Captain 

R Retrieve Messages 

S Summary of Messages 

T Time Remaining on this Flight 

U Upload Files 

V Visit Atari Download Library 
W Welcome Message 

X Expert User Mode 

Y Lists Local BBS 

Z Zero-gravity Chamber 

? Lists Functions 

Common problems. 

A common problem of Sysops is the board 
crasher. The Atari BBS software is unique in that the 
program is virtually "crash-proof." This is because, 
when the interface channel is opened in concurrent 
mode, no other input/output operations that use the 
computer I/O connector can be performed. This 
means that no peripheral, other than the keyboard 
and the screen editor, can be accessed while the 
modem channel is open. Some Apple boards are not 
so lucky, due to the fact that the knowledgable 
"hacker" can get into the disk drive and even erase 
BBS files! 



PAGE 76 



ANALOG COMPUTING 



ISSUE 19 



Of course, there is the problem of the callers who 
leave abusive messages on the board. By installing a 
"Password Only" message base, you can eliminate 
this from your system. 

The weather can also be a foe of the Sysop. A 
thunderstorm can cause hundreds or even thousands 
of dollars of damage to your equipment. We recom- 
mend that the system be completely shut down dur- 
ing periods when lightning is expected. 

Other considerations. 

There are a few important questions that should 
be considered before starting your own Bulletin 
Board Service. 

First, can you manage without your computer 
system, since running a BBS will tie up your equip- 
ment? You will be surprised at how nciuch you miss 
working on the computer or playing games! Two 
complete systems allow you to have the "best of 
both worlds." 

Second, are you ready to install another telephone 
line to be "dedicated" to the BBS or will the board 
keep your telephone busy for hours? The second 
phone line will entail some amount of additional 
expense on your part. 

Third, are you prepared to spend 1 or 2 hours a 
day just for "housekeeping" duties for the board? 



The updating and backup routines are important 
parts of keeping a BBS running smoothly. 

Finally, remember that a good BBS is a dependable 
BBS. Using your equipment for 12 to 24 hours a day 
may require more equipment upkeep than usual. If 
the system does "go down" for repairs will you be 
able to get it fixed and running again quickly? 
In conclusion. 

Those of you who answered "yes" to the previous 
questions may have the makings of a Sysop. 

Anyone who would like the software to start their 
own Atari BBS can call the S.P.A.C.E. Board at 
813-344-3321 during Flight Hours (noon to mid- 
night). Happy "modeming!" D 




CASADAPTER 

"IT REALLY WORKS!" 



CASADAPTER is a cassette interface that al- 
lows you use your own cassette recorder or 
stereo with the Atari 400/800/1200®. 
CASADAPTERwill handle motor control, audio 
and data channels. 

*34.95 



48K 



RAM BOARD FOR: 

THE ATARI 400® 
Ml 5.00 





COMPUTER PRODUCTS 



12 Scamridge Curve 
Buffalo, New York 14221 
(716)632-3441 

Dealer Inquiries Invited 
'Product of Gemini Software 



Add '2.50 shipping. 

Send check or money order 

C.O.D. accepted 

New York State Residents 

add 7% tax 

®Atari is a trademark of 

Atari, Inc. 



*MAGIC DUMP is a screen dump utility that allows 
you to dump a Hi-Resolution graphics picture to a 
printer in a variety of different sizes. MAGIC DUMP 
is used in the RIGHT hand cartridge slot, so it is 
always ready to use. 

MAGIC DUMP will work with all Epson printers and 
Gemini printers, the Centronics 739 printer, and the 
Prowriter or N.E.C. printers. $cg OR 



*GTIA DRAW is a drawing program that uses all the 
features of Atari's® new GTIA chip. GTIA DRAW will 
give you three extra graphics modes. Mode 9 (16 
luminances and one color). Mode 10 (8 luminances 
and color), or Mode 11 (16 colors and one lumi- 
nance). 

GTIA DRAW will allow you to: 

• Add text to pictures 

• Blank horizontal or vertical lines 

• Shift the screen in any direction 

• 'ZOOM' in on certain areas of a picture 

• Fill portions of a screen 

• Work on two different screens simultaneously 

M9.95 



*THE DRUMESISER is a unique sound synthesizing 
tool that allows the creation of sounds such as a 
drum, piano, organ, harpsichord, or electronic syn- 
thesizers. The different types of sounds created are 
limited by the user's imagination and ambition. 
THE DRUMESISER comes with an Editor, which 
allows you to create your own sounds, a Player, 
which will allow you to play the different instru- 
ments, and the Memory Options, which make it pos- 
sible for you to playback any sounds that you have 
recorded. 

*49.95 



CIRCLE #138 ON READER SERVICE CARD. 



BACK ISSUES 



Catch up on 
what you^ve missed! 



A.HXLOG,1S^^ _.— 




ISSUE 2 

Wasting Arrays 
Atari's CPU 
Download Terminal 
Converting BASIC 
Disk Files 




ISSUE 13 

Fine Scrolling Part 1 
Roundup 
Space Assault 
Observational Astronomy 
CIO Routines 





ISSUES 

GTIA Graphics 

Audio in Your Programs 

NOREM 

Graphic Violence 

Color Slot Machine 



ISSUE 9 

Build Your Own 400 
Keyboard 

Harvey Wallbanger 
Forth -Dos 
Letter Writer 




uaedBtsiBmm 



ISSUE 14 

Fine Scrolling Part 2 
Disassembler in BASIC 
Hexpad 
Lumberjack 
Retrofire! 




ISSUE 15 

Fine Scrolling Part 3 
Knights and Chalices 
Music Synthesizer 
Bricklayer's Nightmare 
Alternative Keyboard 
Handler 



All back issues $4.00 each 




ISSUE 11 

Strings in BASIC 

C;CHECK 

Disk Cataloging Utility 

Adventure in the 

Fifth Dimension 
Moving Missiles in BASIC 




ISSUE 16 

Fine Scrolling Part 4 
Create-A-Font 
Bar Chart Subroutine 
Shooting Stars 
3-D Object Rotation 



Send check or money order to; 

ANALOG Back Issues 

P.O. Box 615 

Holmes, PA 19043 



MasterCard and Visa orders call: 

1-800-345-8112 

in PA. 1-800-662-2444 



PAGE 78 



ANALOG COMPUTING 



ISSUE 19 



MiG ALLEY ACE 
MICROPROSE SOFTWARE 
18616 Beaver Dam Road 
Hunt Valley, MD 21030 
$34.95 



by Patrick Kelley/Pilot, 
North Korean Air Force 



Streaking through the cloudless skies in my MiG- 
15 fighter, I can't help but feel a certain aniount of 
pity for my opponents today and the fate they will 
soon meet. The blanket of air superiority is ours: 
from north of the Yalu river to over 100 miles into 
Korea no aircraft can challenge us. In the area the 
American fliers call "MiG Alley" we are invincible. 
We are the undisputed masters of the sky. Today will 
be no different. My pulse quickens as I see a flash of 
sunlight gleaming off metal in my rear mirror, and I 
roll to meet it. As I increase throttle to my MiG's 
engine the distance between us narrows. It is an 
American aircraft, escorted closely by his wingman. 
Smiling grimly, I arm my cannon and ready myself 
for battle. We will clash at close to the speed of 
sound, and the slightest miscalculation will mean 
instant death. I wonder what my enemy is thinking as 
I lower my helmet visor. 

If this sounds to you like the stuff from which 
exciting computer games could be made, consider it 
already done. MiG Alley Ace, the new combat/- 
flight simulator from MicroProse Software, is excit- 
ing. In MiG Alley Ace you can select any number of 
computer-determined scenarios taken from the 
Korean air war. You can play them out either in a 
co-operative mode with another player as squadron 
leader and wingman against a computer controlled 
MiG, or as pilot against pilot in a one-on-one 
dogfight. 

The play ability and controls of the game are excel- 
lent, albeit somewhat touchy in the targeting depart- 
ment. Even an armchair pilot like myself found it a 
cinch to pull off rolls, dives, loops and even a few 
messy split "s's" without slamming into the ground. 
Its pretty easy to imagine the G-forces pressing you 
into your couch as you put your plane through its 
paces, and you almost wish you had a pressure suit to 
force the blood back into your extremities after you 
pull yourself out of a flat spin. The graphics are a bit 
on the crude side — but have a certain imagination 
behind them. (For example, as you take your plane 
away from the area of the sky where the sun is on the 
day combat mode, a crescent moon fills the sky.) 

For novices this game will be a bit intimidating the 
first time you take joystick in hand, but it will pro- 
vide lots of thrills once you master a few of the basics. 
1 myself like playing the co-op mode where you 
engage the computer-controlled aggressor, instead of 



playing mano a mano with publisher Lee Pappas (a 
pilot in real life.) I have a pointer for potential MiG 
Alley Aces — watch your altimeter gauge! Many a 
good battle was cut short when yours truly wasn't 
watching his altitude and took his plane into a 700 
MPH rendezvous with the ground, a maneuver not 
endorsed by the USAF Flight Training School. If you 
have a forgiving friend or tolerant enemy the one-on- 
one mode can't be beat. Otherwise, you'll just have 
to take it the hard way and go against the computer 
(not a good confidence builder!) to earn the title of 
MiG Alley Ace. D 




iin nitsBiub 



SudiaOB nnnatSB 



MiG Alley Ace. 



by Lee Pappas/Captain, U.S.A.F. 

Another day, another strike. When will those 
Reds learn that Americans aren't trained to fly — 
we're born to fly. It almost seems unfair as I pour 
steel-jacketed slugs into my adversary. Then I remem- 
ber that Pat Kelley is my co-worker and friend, and I 
sure feel terrible (with a gUnt in my eye) as I blast him 
out of the blue. 

MiG Alley Ace is a must-have for any Atari game 
fanatic. Split in two parts, the upper half of your 
screen is your point of view, and the lower half your 
opponent's. In one-player mode (you vs. the compu- 
ter) the lower half shows the computer's "over the 
panel" view. A small readout under each viewpoint 
shows altitude, velocity, number of ammo rounds 
and power setting. A "rearview" mirror assists in 
spotting enemy aircraft on your tail. 

Player(s) One control(s) the gray planes, Player 
Two (or the computer) flies the orange. The aircraft 
can roll, dive, crash, explode and shoot. They also 
vary in size depending on distance, and a plane will be 
shown in respect to its opponent's altitude. In other 
words, if you're taking your F-86 Sabre into a steep 
chmb, it'll appear that way on your opponent's lower 



ISSUE 19 



ANALOG COMPUTING 



PAGE 79 



screen half. The same is true whether you're diving, 
looping or doing other maneuvers. With an in- 
creased power setting, you can climb to heights in 
excess of 30,000 feet and do such fancy aerobatics as 
looping and crazy-S's, but watch that altitude or 
you'll meet Mr. Ground. Observers of the Pappas/ 
Kelley battles have been known to scramble out of 
the office in search of Dramamine. 

It takes several hits to down an enemy plane. 
When your rounds come into contact with your 
opponent's plane, it will glow red for a second. After 
several hits he'll lose power entirely. With a few 
more shots he'll never even have a chance to bail out 
(CONTROL Q) before his plane explodes. There 
have been rare occasions where I've had enough alti- 
tude to glide powerless long enough to seek revenge 
on my enemy, thus making him crash first, giving me 
the points he might have received. 

The game has a few occasional graphic bugs: some 
screen glitches (understandable, considering how 
much is going on), the sun passing in front of the 
ground, and the moon not changing angle when the 
horizon does. Hov/ever, these aren't major, and most 
people wouldn't even notice them. One minor quirk: 
even though the MiG-15 and the F-86 Sabre aren't 
exactly state-of-the-art aircraft by today's standards. 




they are jets. Anyone listening to MiG Alley Ace 
will quickly notice that the planes sound prop-driven 
(ala the movie Airplanel) 

MicroProse has another great flying scenario on 
their hands (they also wrote Solo Flight), and this 
game should have you on the edge of your seat. And, 
as in my case, you may even reach a point where no 
one will play with you (even with the small bullet 
handicap) because you have truly struck fear into 
their hearts! D 



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(1-800-621-6131 ORDER LINE only) 1-702-367-2215 
Buy • Sell • Trade • New • Used • Demo. "Computer Hot Line" 



ATARI 

1 200XL Reflects Rebate $ 259 

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400 16K 99 

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410 Recorder 72 

830lv1odem 129 

850 Interface 199 



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Programmer Kit 52 

Atari Writer 55 

Data Perfect 75 

Letter Perfect 1 05 

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Assembler Editor 42 

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Atari Speed Reading 54 

Home File Manager 36 

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Qix 30 

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Deluxe Space Invaders 26 

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Purchases can be made by check, money order, C.O.D., Carte Blanche and Diners Club. 



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Preppie II $22 

Frogger 23 

Choplifter 23 

Apple Panic 20 

ZorkI 27 

Zorkll 27 

Deadline 34 

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Home Accountant $48 

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Compiler 119 

HARDWARE 

C. Itoh Prowriter $379 

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Banana Printer 209 

Hayes 1 200 Modem 489 

COMM. 64 DISK 

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Pharoh's Curse 30 

Type Attack 30 



Comm 64 $21 9 

1 541 Disk Drive 249 

1 525 Printer 229 

1 701 Color Mont 259 

Hes Mon 29 

Paper Clip w/p 115 

Gale Result 1 40 

Sysres-Utility 90 

Renaissance 30 

Vic-20 90 

Datasette 64 

1 600 Modem 85 

Word Processor 95 

131 1 Joystick 8 

1312 Paddles 16 

1210 3k Expander 34 

Apple Panic 34 

Serpentine 34 

Sargon Chess 29 

Gorf 29 

UMI-VIC 20 

Renaissance : $30 

Meteor Run 30 

Outworld 30 

Super Amok 30 

Video Vermin 30 

Amok 15 

Subchase 15 



CIRCLE #139 ON READER SERVICE CARD. 



PAGE 80 



ANALOG COMPUTING 



ISSUE 19 



SUPERBASIC 

for the Atari 



BASIC XL 

OPTIMISED SYSTEMS SOFTWARE 

1173D S. Saratoga/Sunnyvale Rd. 

San Jose, CA 95129 

(408) 446-3099 

16K Cartridge $99.00 



by Robert L. Riggs 



Optimised Systems Software (O.S.S.) has done it 
again! Bill Wilkinson &l Co. have put the cap on the 
BASIC language for Atari computers: BASIC XL. 
It's neatly wrapped and documented in a yellow 
binder which accompanies the bright orange 
cartridge. 

The documentation begins with a 176-page tuto- 
rial entitled "30 Days to Understanding BASIC XL," 
written by Bill Wilkinson and Diane Goldstein. If 
you are a complete novice at BASIC programming, 
this book and a fair amount of determination are all 
you will need to learn to use your Atari computer. 
Bill and Diane introduce you to BASIC XL with the 
"chapter-a-day" system: 30 chapters, beginning with 
"Getting to know your computer" and extending 
through "Congratulations: 30 END." 

Following the tutorial is the reference manual 
which documents the entire language, including 45 
syntax expressions and keywords not found in 8K 
Atari BASIC. It's a well-known fact that Bill Wilkin- 
son was part of the team that developed 8K Atari 
BASIC. He's written more than once of the bugs and 
hmitations inherent in that language. BASIC A+ 
did much to alleviate those shortcomings, but it was 
disk-based and devoured too much memory. BASIC 
XL is on cartridge and, because of its memory bank 
design, uses no more RAM than Atari BASIC. Crit- 
ics of the execution speed of other versions of 
BASIC will find little to complain about with regard 
to O.S.S.'s latest achievement. BASIC programs 
previously typed in from magazines — and aban- 



doned because of their boring snail-pace — run at 
arcade speeds with BASIC XL. In fact, timing loops 
almost invariably have to be extended when run- 
ning Atari BASIC programs with BASIC XL. 
That's right, BASIC XL is upward compatible with 
Atari BASIC, unlike MicroSoft BASIC. And it still 
offers MicroSoft-style string-handling, auto line- 
numbering, renumbering and line delete. 

Other useful additions to the BASIC vocabulary 
include ELSE, WHILE, ENDIE ENDWHILE, 
PRINT USING, TAB and TRACE/TRACEOFF. 
Player-missile graphics are of particular interest to 
many Atari programmers. Dozens of articles and 
programs in a variety of books and magazines are 
devoted to utility programs to help you design and 
use players and/or missiles. O.S.S. provides you 
with BASIC commands to deal with these pesky 
critters. Just wait until you can use commands like 
MISSILE, BUMP, PMCOLOR, PMGRAPHICS, 
PMMOVE, PMWIDTH and PMCLR. You'll love it! 
SET is another new and extremely powerful com- 
mand. It allows you to exercise control over a variety 
of system level functions. You can quickly and easily 
change 13 functions such as BREAK key enable/dis- 
able. Tab stop settings for the comma in PRINT 
statements, the prompt character for INPUT, auto 
DIMensioning, and LIST formatter to automatically 
indent structured statements. DOS commands 
directly from BASIC include DIR (disk directory), 
ERASE, PROTECT, UNPROTECT and RENAME. 

And that's not all. You get additional func- 
tions like DPEEK/DPOKE, ERR, FIND, HSTICK/ 
VSTICK, PEN, PMADR and SYS. You can type 
them all in caps, lower case or even reverse charac- 
ters for all BASIC XL cares. Just think — no more 
angrily hitting the CAPS/LOWR key after a syntax 
error! 

Yes, 1 know that doesn't add up to 45 commands, 
yet. There are more advanced-technique keywords 
that some of you will undoubtedly drool over, so I 
suggest that you run (don't walk) directly to your 
friendly Atari dealer and buy your very own copy of 
BASIC XL immediately. It's the here-and-now 
solution to all your BASIC needs for your Atari 
computer. D 



ISSUE 19 



ANALOG COMPUTING 



PAGE 81 



Default 



by Charles Bachand 



I hate things that are monotonous. Blue screens, 
white letters and black backgrounds are just too 
much for this 'ole programmer's eyes to take, day 
after day. Wouldn't it be nice to be different once in a 
while? 

Changing one's screen color is a very simple thing 
to do. Just typing SETCOLOR 2,12,4 in immediate 
mode gives you a nice shade of dark green to stare 
upon for the rest of the day (or at least until you 
press SYSTEM RESET). Then you're back to the 
same old blue screen! That is, unless you use the 
following utility. Default, to set up your new color 
scheme. When SYSTEM RESET is now pressed, the 
colors will return to the ones you have chosen. 

Default can be customized to add or delete such 
options as screen margins or character set addresses 
just by adding or deleting DATA statements at the 
end of the program. DATA statements are entered as 
a decimal address of the option byte. A string then 
describes the option. Examples to set up the left and 
right screen margins follow: 

580 DflTfl 82, Left Margin 
519 DftTft 83, Right Margin 

If you don't wish to change an option when the 
program prompts you to enter a new value, simply 
type a carriage return at the prompt, and the option 
will be skipped. This program will also work with 
either cassette or disk-based computer systems. 

A word to the wise: After running Default and 
setting up your new colors, margins or whatever, do 
not run it again. The computer will probably lock up 
and go into never-never land. If you wish to change 
your options again, reboot the system and start from 
scratch. D 



TO EH 



100 REM nSdnma by Chanes Bachand 

118 REM 

130 DIM TEKT5(20) :ADDR=1664 

135 PRINT "H*l>EFftULT RESETTER" :PRINT 

140 TRftP 3eO:READ L0C,TEHT$ 

158 PRINT : PRINT "UJuHdiUi "; TEXTS 

155 BYTE=PEEKCLOC) 

168 PRINT j^ P^RINT ''Pl ill lJIIfcni "JBVTE, 

188 TRAP 19e:INPUT NVAL :6YTE=NUaL 

185 IF BVTE<e OR BYTE> 255 THEN PRINT : 

PRINT " ■ilHM:iUB:r!i:trtaeM " ! fiflTn iso 

190 POKE ()DDR, 169: POKE flDDR+l,BYTE 

288 POKE flDDR+2,141:HI=INT(L0C/256J 

210 POKE ftDDR+3,L0C-HI*256 

228 POKE ADDR+4^HI:ADDR=aDDR+5:G0T0 14 



300 POKE ADDR,7e:P0KE flDDR+1, PEEK C12J 

320 POKE ADDR+2,PEEKfl3) 

338 IF PEEKC3>=0 THEN POKE 9,1: POKE 60 

DR,96 

340 POKE 12,128:P0 KE 13,6:PRIH T 

350 PRINT "QPRESS EEED13CIM1 

ACT CHANGES" :NEM 

400 REM address label 

420 REM 

508 DATA 82, Left Margin 

518 DATA 83, Right Margin 

528 DATA 708,SetCOlor 8 

538 DATA 789,5etCOlor 1 

548 DATA 718,5etCOlor 2 

558 DATA 711,Setcolor 3 

560 DATA 712, Background color 



CHECKSUM DATA 

(Seepage 21) 



188 DATA 53,77,409,489,832,152,589,726 

,748,778,741,729,429,294,221,7179 

300 DATA 939,219,654,35,635,798,340,62 

8,8,446,453,453,460,944,6914 



PAGE 82 



ANALOG COMPUTING 



ISSUE 19 



riRJlPER 
PJISCJIL 

Far Atari 400, BDD, dp 
XL SeriEs CamputBrs 



NEW 



* REquires DNE disk drive and 4BK RAM (multiplE drives supparted) 

* Data types I Character, String, Integer, Real, File, Arrays 

* Includes Editor prngram (source included) 

* Includes Main Menu program (source included) 

* Supports sound, graphics, hinary file loads, calls, many more , , , 

* Easy to use; No linking required; Compile and execute immediately 

* Field tested for over six months 

* Royalty free license included 

PricEi $73,35 



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(214) 633-9743 

DEALER INQUIRIES WELCOME 

Atari is TM of Atari, Inc, 



Density; [ ] Single [ ] DnuhlB 
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1 MasterCard 



State. 



Zip_ 

. Exp. Date 



Signature 



CIRCLE #141 ON READER SERVICE CARD. 



Put a Monkey Wrench 
into your ATARI 800 

Cut your programming time from hours to seconds, and 
have 18 direct mode commands. All at your fingertips 
end all made easy by the MONKEY WRENCH II. 
The MONKEY WRENCH II plugs easily into the right slot of 
your ATARI and works with the ATARI BASIC cartridge. 

Order your MONKEY WRENCH II today and enjoy the 
conveniences of these 18 modes: 



• Line numbering 

• Renumbering basic line 
numbers 

• Deletion of line numbers 

• Variable and current 
value display 

• Up and down scrolling of 
basic programs 

• Location of every string 
occurrence 

• String exchange 

• Move lines 



Copy lines 

Special line formats and 

page numbering 

Disk directory display 

Margins ctiange 

Memory test 

Cursor exctionge 

Upper case lock 

Decimal conversion 

Machine language 

monitor 

Hex conversion 



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ISSUE 19 



ANALOG COMPUTING 



PAGE 83 



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PAGE 84 



ANALOG COMPUTING 



ISSUE 19 




16K Cassette 24K Disk 



Siege 



by Glen Raffel 



Arcade quality games don't necessarily have to be 
written in machine language. BASIC still holds 
opportunity for fast-paced games with colorful 
graphics. Siege contains several time-saving routines 
that speed up the action. 

The player/missile graphics are contained in 
strings. By overlapping the string memory and the 
player /missile memory, you can use the quick Atari 
string commands to move the players. However, that 
only ta:kes care of vertical motion. For horizontal 
motion, I wrote a short machine language program to 
read the joystick and move the player from side to 
side. This routine also eliminates the need for several 
time-consuming IF. . .THEN statements. 



Instead of a normal play field, I used redefined 
characters in GRAPHICS 2. 1 didn't have to transfer 
the entire character set into RAM because I only 
need a few characters for the display. Also, programs 
run considerably faster in GR.2 than in GR.7, GR.8, 
or even GR.O. The colors in GR.2 are just as varied 
as GR.7, and, with the four player colors, the screen 
comes alive. Finally, I used a flag variable to tell if a 
rock had been dropped, thus eliminating more 
IF. . .THEN statements from the main loop. 

The game. 

You are the sole defender of the Trausberg castle 
wall. Hundreds of unwashed barbarians are swarm- 



ISSUE 19 



ANALOG COMPUTING 



PAGE 85 



ing at the base of the wall. They are scaling the walls 
in a desperate attempt to invade the castle. Fortunate- 
ly, you are equipped with an enormous supply of 
boulders, which you can drop on their heads 
to stave off their vicious assault. 

You can move your man across the screen with the 
joystick. The trigger button releases the boulders. 
You start with three men, and your remaining men 
are displayed in the lower right corner of the screen. 
The START button begins the game. At first the 
game might seem easy, but after each round the 
barbarians move even faster. The fate of Trausberg is 
in your hands . . . D 

Variable Table 

A Dummy variable 

A$ Sky characters 

B Location of character set 

BASE Hi Byte of new character set 

BOMB$ Shape of the bomb 

BOMBY Y position of bomb 

C$ Wall top characters 

D$ Start of P/M memory 

E Loop variable 

E$ Brick characters 

F$ P/M buffer 

PL Bomb drop flag 

L Level 

M$ Missile memory 

MAN$ Shape of man 

MANX X position of man 

MANY Y position of man 

MEN$ No. of remaining men 

PO$, Pl$, 

P2$, P3$ Respective player memory 

PM$ Beginning of P/M memory 

Sl$ First monster shape 

S2$ Second monster shape 

SIX First monster X position 

S2X Second monster x position 

SlY First monster y position 

S2Y Second monster y position 

T Loop variable 

V X position of bomb 

X Timing loop 

Z Rate of ascent 

BASIC Listing. 



GOSUB 1800 
G05UB 1400 
A=U5BC1536) : PlS tSlVJ =5lS : P2S (52YJ =52 



1 

2 
3 

4 51Y-51Y-Z:52V=S2V-Z:IF 51Y<22 OR S2Y 
<22 THEN 2000 

5 IF FL=1 THEN 30 

6 IF STRIG(0)=O THEN FL=1 : U=PEEK C1790) 

7 GOTO 3 

30 B0MBY=B0MBY+2:P0KE 53251, U:IF BOMBY 
>120 THEN BOMBY=25:FL=0: SOUND 0,0^0,0: 
GOTO 3 

31 IF PEEKf53261J>0 OR PEEK t532623 >© T 
HEN SOUND 0,0,0,0:FL=O:POKE 53279,3:60 
TO 50 





32 P3S{B0MBYJ=B0MBS: SOUND 0,BOMBY+59,1 
8,4:P0KE 53278, 9: IF 5C>L»200 THEN 30fl0 

33 GOTO 3 

50 5C=SC+18:IF PEEKC532623>0 THEN 68 

51 FOR T=15 TO STEP -1:F0R E=l TO 5: 
NEHT ElSOUND 0, 20, 2, T : NEKT T 

52 FOR T=51Y TO 95 : PlS CT) =SlS : NEXT T;S 
1Y = 95:S1K=RND{0) #150+50: POKE 53249, SIH 
:B0MBV=25:P3S=MS 

53 POKE 53278, 9:G0T0 3 

68 FOR T=15 TO STEP -1:F0R E=l TO 5: 
NEXT E:SOUND 8, 40,2, T :NEKT T 

61 FOR T=S2Y TO 95 : P2S CTJ =S2S :NEXT T:5 
2Yr95:S2X-RMD €85*150+50: POKE 53258, 52K 
:B0MBY=25:P35=MS 

62 POKE 53278, 9:G0T0 3 

999 REM fi!r»*'*iMdij.Tpl=»:i-t;i 

1000 GRAPHICS 2: POKE 756, 226 : SETCOLOR 
0,0,0:5ETCOLOR 2, 8,8: ? tt5:P0KE 752,1 

1010 ? tt6j" 

1020 ? 
1038 ? 
1040 ? 
1050 ? 

1060 ? 

1070 ? ■■ by Glen Raffei" 

1080 T=T+l:IF T=16 THEN T=0 

1890 SETCOLOR 1,T,18:IF PEEK t53279) =6 

THEN 1200 

1188 GOTO 1880 

1199 REM 

1208 BfiSErPEEK tl06) -8 : B = BflSE«256 

1210 FOR T=3 TO 6:F0R E=0 TO 7 : REftD ft: 

POKE B+T»8+E,ft:NEXT E:NEXT T 

1220 DftTfl 8,63,63,63,8,252,252,252,0,1 

99,68,68,124,8,0,255,8,16.8,124,16,48, 

68,0, 255 , 255 ,255 .255, 255 ^55 f^ ^ , 255 

1238 GRflPHl'cS 2 + 16 : DIM DsTlTrFS C CINT (fl 

DRCDS)/1024J+13»1824-ftDR{D5J-l},PM$C38 

43 , M$ fl283 , P0S C1283 , PlS (128) 

1240 DIM P2Stl28) ,P3S(1283 :PMS=CHRSC03 

; PMS (384) =CHR$ (0) : PMS (2) ::PM$ : MS = P«S : P8 

S=MS:P1S=M$:P25=MS:P3S=M5 

1258 DIM MftNS(14) ,SlS(113,S2S(ll),BOMB 

S(133 

1260 FOR T=l TO 14 : READ ft : MftNS (T, T3 =CH 

RS(fi3:NEKT T:FOR T=l TO lllREftD ft:SlS( 

T,T)=CHR$(fl) :NEKT T 

1270 FOR T=l TO ll:REfiD ft : S2S (T, T3 =CHR 

S(A):HEXT T:FOR T=l TO 13:REftD ft:B0M8S 

(T,T3=CHRS(A) :NEKT T:P0KE 623,1 

1280 DflTfl 8,24,60,24,24,255,24,24,24,3 

6,66,66,0,0 

1290 DftTft 0,0,60,98,126,165,129,126,0, 

0,0 

1300 DftTA 0,0,195,129,255,213,255,66,6 

0,0,0 

1310 DflTfi 0,0,8,24,126,255,255,255,126 

,24,0,0,0 

1320 POKE 54279, 0DR(PMS)/256:P0KE 553, 

46:P0KE 53277,3 

1338 POKE 784,14:P0KE 785,202:POKE 706 

,58:P0KE 707,227 

1350 FOR T=1536 TO 1536+38:REftD ft:POKE 

T,fl:NEXT T 
1368 DftTft 104,173,120,2,201,7,208,14,1 
73,254,6,105,2,141,254,6,141,0,208 
1378 DflTfi 76,37,6,281,11.208,11,173,25 
4,6,233,2,141,254,6,141,0,208,96,8 
1388 POKE 179e,128:RE TURN 

1399 REM 'r.i Wiikiimf 

1400 DIM fl$ (28) , C5 (28) . E$ (28) , MENS (6) : 
flS = "SSS$SS SS SSSlSSS$SSlS":CSr"mtttt1ttttim 

1418 SC=0:MEN=:3:MEHS::" "■;L-0:POKE 

19,0! E$="imsmmmxm mms:x^i " : z=8 . 4 

1419 REM 

1428 POKE 87,8:? "•^'■:POKE 756,224: POKE 

87,2:L=L+l:Z=Z+0.88 
1438 POSITION 6,4:? »6;"WfiVE ";L:POSIT 
ION 6,6:? «6;"SC0RE "jSC 
1440 FOR T=l TO 6:F0R E=80 TO 99:P0KE 
708,14:50UND 8 . E , 18, 8 : NEXT E : SOUND 8,0 
,0,0:POKE 788,0:FOR E=i TO 20 
1450 NEXT E:NEXT T 

1460 POKE 708,15:FOR T-30 TO 8 STEP -1 
:FOR E=l TO T:KEXT E:POKE 53273, 0:HEXT 

T 



PAGE 86 



ANALOG COMPUTING 



ISSUE 19 



1470 MflHX=120 : MfiNY=2e : 51Y=95 : 52V=95 : BO 

MBY=25 : BOMBX=«AHX : 51K=RHD {83*150+56 : 52 

H = RKD«:e)»150 + 58 

1480 POKE 756,BflSE:F0R T=10 TO 3 5TEP 

-l:P05ITI0N 0,T:? KSjCSlHEHT T:P05ITI0 

N 0,2:? «6jflS 

1438 POKE 712,34:P0KE 788,24 :P05ITI0K 

0,0:? tt6;ES:P05ITI0N 0,1:? »6;ES 

1508 POKE 53248, MAHK: POKE 53249, 51K:P0 

KE 53258, 52X : P85 CMAMY J =MAH5 : PlS t51YJ =5 

1S:P2SC52Y3=52S 

1518 FOR T=l TO HEN : MENS fT. TJ ="K" : NEXT 

T:P05ITI0H 12,11:? tt6;MEM5 
1528 POKE 53278, 9:P0KE 1798, 128 : RETURN 
2888 FOR T=20 TO 120:5OUND 8,T+50,18,8 
:P05CT)=MftH$:NEXT T : SOUND 8,8,8,0 
2810 51Y=95:S2Y=95;F0R T=15 TO 8 STEP 
-l:50UND 8,50,8,T:FOR E=l TO 15:NEXT E 
'NEXT T 

2028 MEN=MEN-l:IF MEH=0 THEN 5808 
2838 HENS=MS:FOR T=l TO MEN : MENS tT.TJ = 
•■■/.":NEXT T;POSITIOH 12.11:? tt6;MENS:P0 
S = M$ : P8S CMANY3 =MflNS : P1S = MS : P2S = MS 
2840 FL=0:POKE 53278, 9:G0T0 3 
3800 FOR T=0 TO 3:P0KE 53248+T, 8 :NEXT 
T : P05=M5 : P1$=m5 : P2S=MS : P3S=MS 
3818 SOUND 0,8,8,8:G0SUB 1428 
3828 FL=0:GOTO 3 

5000 POKE 75 6,224:P0K E 87,8:? '■H":POSI 
TION 6,0:? ••[iT AjimtVl-JS '' : FOR T=l TO 4:P0 
SITION 0,e:?^W 

5810 FOR E=l TO 58:HEXT E:NEXT T:POKE 
87,2:P0SITI0N 6,5:? tt6;"5C0RE •■;5C 
5028 IF PEEKC53279>=6 THEN FOR T=8 TO 
3:P0KE 53248+T, 0;NEXT T:RUN 
5830 X=X+l:IF X=255 THEN X=9 
5040 POKE 708,X:G0T0 5020 



CHECKSUM DATA 
(See page 21) 

1 DflTfl 632,642,714,613,158,813,138,987 

,800,486,365,447,413,317,70,7595 

60 DATA 414,320,69,792,990,59,576,313, 

540,479,91,571,488,614,715,7023 

1199 DfiTfi 539,927,383,568,701,79,443,9 

43,793,349,381,276,800,868,129,8179 

1330 DflTft 343,443,456,453,238,668,929, 

600,354,198,735,797,501,595,757,8059 

1480 OftTfl 31,495,485,143,879,437,370,2 

11,538,616,198,450,353,14,187,5407 

5820 DftTfl 286,669,341,1296 




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CIRCLE #143 ON READER SERVICE CARD. 



PAGE 88 



ANALOG COMPUTING 



ISSUE 19 



DIMENSION X 

SYNAPSE 

5221 Central Ave. 

Richmond, CA 94804 

(412) 527-7751 

32K Disk & Cassette $34.95 



by Robert T. Martin 



After more than nine months of waiting, Synapse 
Software has finally given birth to a game that its 
advertisements led me to believe was going to be the 
game of the century. The ad read, "What has 
immeasurable fire power — attacking Rigillians — 
altered perspective scrolling — and no mercy?" 
Dimension X is finally here, but it is not exactly 
what I expected. 

The game does feature an altered perspective scroll- 
ing floor in the playfield, which is very attractive, 
but that's where the fun ends. Nowhere to be found 
are the tanks, missile-launching silos or the beauti- 
fully depicted spaceships seen on the package illus- 
tration. Instead, the only attacking forces, known as 
Rigillians, are small, pink, cigar-shaped objects 
which are unusually easy to shoot down. Gone is the 
separate-screen 64 sector map showing what type of 
enemy is where, and how much fuel it takes to get 
there. We now have a 25 sector grid showing how 
many enemies are in each sector that is combined 
with an omni-present screen displaying a limited 
number of vital functions. In fact, neither of the two 
screen photographs shown on the packaging ever 
made it to the game intact. 

The game opens with you viewing a mountainous 
horizon, with what appears to be a checkerboard 
field between you and the mountains. You are look- 
ing through the window of a cockpit that has the 
aforementioned desert map, a display showing shield 
and fuel status, a readout showing the distance 
between you and the Rigillians, a radar screen, and a 
communications window which gives you various 
messages throughout the game. A push of the joy- 
stick starts the field scrolling, and, by manipulating 
the stick, you realize that you are in a bowl (or pie tin) 
with mountains forming the perimeter. The object of 
the game is to rid this sector of Rigillians by blasting 
them, and then moving via one of eight passageways 
through the mountains to another sector for re- 
sumed Rigillian blasting. The eight passageways cor- 
respond to the basic compass points, and the desert 
map reveals which sectors you will arrive at by travel- 
ling through the various passageways. 

Upon entering a passageway, you realize that a 
great deal of imagination is required to understand 
what is happening. What you are supposed to visual- 
ize is yourself flying through a narrow corridor with 



gates strapped from wall to wall across your path. You 
must stay in the center of the corridor without touch- 
ing the walls while maneuvering above and below the 
gates. This concept is tough to grasp from the gra- 
phics provided, and, to make matters worse, the 
documentation tells you that you can pass through 
the gates. My games kept ending here until I realized 
that I had to avoid the gates. 

If all of this sounds vaguely like Star Raiders, 
you're right. Based on the Blue Max/Zaxxon and 
Encounter/Battlezone conversions Synapse is 
famous for, 1 fully expected a souped-up, hot-rod 
version of Star Raiders. Synapse, however, has 
fallen short with Dimension X. What is missing is 
the element of skill that Star Raiders requires. 
Dimension X can be completed very successfully 
by anyone who understands the game and can con- 
nect the rules to the screen graphics. I've made it 
through the game every time at the highest difficulty 
settings without having to re-fuel, repair or retreat. 
The Rigillians never even got close to surrounding 
my capital. Sounds pretty merciful to me. 

(Continued on page go) 



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80 COLUMN BD .... $249 
TECHNICAL NOTES... $25 

REAL TIME CLK $38 

AXIOM PRINTER INFC $80 

$129 

MEMORIES 
48K RAM (INTEC) .... $95 
64K RAM (INTEC) ... $119 
48K RAM (MOSAIC) . . $109 
64K RAM (MOSAIC) . . $145 
128K RAM DISK .... $299 
32K RAM (MOSAIC) ... $68 



GEMINI 10X . . $279 
GORILLA .... $199 

CITOH 

Prowriter $345 

Prowriter II $629 

Starwriter $1149 

Printmaster $1448 

NEC 

8023 A-C $409 

3510 $1375 

3530 $1579 

3550 $1779 

7710/7730 $1998 



PROWRITER . $345 
SMITH TPI ... $488 

SILVER REED P $669 

QUME 11/40+ ....$1299 
OKI-DATA 

Microline82A 

Microline83A _i 

Microline84P ^ 

Mlcroline92 o 

Mioroline93 

DIABLO 

620R $939 

630R $1719 



^flSTRfl 1620 

DISK DRIVE SYSTEM 

MORE FOR YOUR MONEY 

DOUBLE OR SINGLE DENSITY 

TWO DRIVES 

SPECIAL $469 



MONITORS 



ATARI SOFTWARE 



ADVENTURE INT'L 

Adv. 1-12 each (C) $18 

Preppie (C/D) $20 

Preppiell(C/D) $23 

Diskey(D) $33 

Sea Dragon (C/D) $23 

Bug Off! (C/D) $20 

Tutti-Frutli (C/D) $17 

Saga1-3(ea.)(D) $27 

Lunar Lndr . (C)$11(D)$15 
Galactic Empire (C) ..$14 
Galactic Trader (C) ... $14 

SIratos (C/D) $23 

Rear Guard (C)$14(D)$17 

APX 

Eastern Front (C/D) . . $23 

747 Land Sim. (C/D) . . $17 

Fig-Forth (C) $30 

Family Cash Flow (D) . $17 

Downhill (C/D) $17 

Avalanche (C/D) $17 

Outlaw/Howitzer (C/D) $17 
Salmon Run (C/D) .... $17 
Data r^anagement(D) $17 
Galahad/Holy Grail (D) $21 
Adv. Music System (D) $21 
ATARI INC. 

Microsoft Basic II (R) .$62 
Mickey in Great 

Outdoors (C/D) $36 

Paint (D) $30 

Speed Reading (C) ... $54 

Qix (R) $30 

Dig Dug (R) $30 

Atari Writer(R) $68 

Time Wise (D) $23 

Visicalc(D) $139 

Juggles House (C/D) .$22 
Juggles Rnbw (C/D) . . $22 

Pilot (Home) (R) $55 

Galaxian(R) $30 

Defender (R) $30 

ET $34 

Microsoft Basic (D) . . $62 
Macro Ass. & Edit (D) . $62 
Assembler Editor (R) . $42 
Basic Cartridge (R) ... $45 

Pac Man (R) $30 

Centipede (R) $30 

Caverns of Mars (D) . . $28 

Star Raiders (R) $30 

Conv. Lang. Ea. (C) ... $42 
Music Composer (R) . . $31 
Super Breakout (R) ... $26 
My First Alphabet (D) . $26 

Prog.2 & E (ea.)(C) $21 

Word Processor (D) .$102 

Pilot (Educ.)(R) $92 

Touch Typing (C) $19 

Home File Mngr (D) . . $36 

Bookkeeper(D) $102- 

Family Finance (0) ... $35 

Prog. 1 (C) $18 

Scram (C) $18 

Asteroids (R) $27 

Space Invaders (R) ... $27 
Missile Command (R) . $27 

Telelink(R) $21 

Superman lll(R) $34 

Basketball (R) $24 

Donkey Kong (R) $34 

AVALON HILL 

VC(D) $17 

B-1 Nuc. Bomber (C) . . $12 

Legionnaire (C) $23 

Empire of Overmind 

(D) $23 (C) $20 

Tanktics . . . (D)$20(C)$17 
Comptr Stock & Bonds ... 

(D)$17(C)$14 

Dnieper River Line (D) $20 

Voyager(D) $17 

Controller (D) $20 

GFS Sorceress 

(D) $23 (C) $20 

Telegard . . (D)$19(C)$16 

Vorrak(D) $18 

Lord of Karma (C) $14 



AVALON HILL(Cont'd) 

Moon Patrol (C) $17 

Planet Miners (C) $12 

Conflict 2500(C) $12 

Space Station Zulu 

(D)$17(C)$14 

Flying Ace . (D)$21 (C)$18 

Gypsy (D)$18(C)$15 

Galaxy (D)$17(C)$14 

Guns of Fort Def.(C) . $14 

NukeWar(C) $12 

Andromeda Conquest ... 

(D)$16(C)$13 

Close Assit (D) $23 (C) $20 
BRODERBUND 

Sky Blazer (D) $22 

Bank St. Writer (D) ... $46 

A.E.(D) $23 

Arcade Machine (D) . . $39 
Choplifter . (D)$23(R)$29 

Labyrinth (C/D) $20 

Serpentine . (D)$23(R)$27 
Steller Shuttle (C/D) .. $17 

Apple Panic (C/D) $20 

Genetic Drift (C/D) ... $20 
David's Midnight (D) .. $23 

Sea Fox (D) $20 

Track Attack (D) $20 

OperatnWhrlwnd(D) . $23 
Match Boxes (C/D) . . -. $20 
CDY CONSULTING 

Pogoman (C/D) $27 

Mad-Netter(C/D) $23 

It-ls-Balloon (C/D) $23 

CBS 

Mountain King(R) ... $27 

Boulders & Bombs (R) $27 

Krazy (each) (R) $27 

CONTINENTAL SOFT. 
Home Accountant (D) $48 
Tax Advantage (D) . . . $39 
DATA MOST 

Pig Pen (D) $20 

Mating Zone (D) $20 

Roundabout (D) $20 

Bilestoad(D) $20 

Night Raiders (D) $20 

Monster Smash (D) . . . $20 
DATASOFT 

Text Wizard (D) $65 

Graphic Master (D) ... $27 

Micro Painter (D) $23 

Lisp Interpreter (D) . . . $79 

Graphics Gen.(D) $17 

Basic Compiler (D) ...$65 

Zaxxon (C/D) $27 

Teletalk(D) $34 

Pac. Coast Hwy (C/D) . $20 
Clowns/Balloons (C/D) $20 

Spell Wizard (D) $53 

Canyon Climber (C/D) $20 
Sands of Egypt (D) ... $27 
O'Riley's Mine (C/D) . . $23 
Rosen's Brigade (C/D) $23 

Moon Shuttle (D) $27 

DON'T ASK 

Sam (D) $39 

P.M. Animator (D) $23 

Teletarl (D) $27 

PokerSam(D) $17 

Word Race . (D)$17(C)$14 
EDU-WARE 

Prisoner 11(D) $27 

Spelling Bee(D) $27 

Rendevous (D) $27 

Compu/Read 

(D)$21 (C)$15 

Compu/Math-FR 

(D)$27(C)$21 

Compu/Math-Dec 

(D) $27 (C) $21 

EDUCATIONAL SOFT. 
Tricky Tutorial 

1,2,3or4(C/D) $15 

Tricky Tutorial 

6,6 or 7 (C/D) $22 



AMDEK 

Color I $289 

V300 $139 

V300A $149 

Color 11 $449 



NEC 

GRN(JB1260) $115 

GRN(JB1201) $155 

Color Composite ...$298 
RGB Color $598 



MODEMS 



HAYES 

Smartmodem $209 



Smartmodem 1200 
Micromodem I 



$498 
$259 



NOVATION 

J-Cat $99 

Apple Cat II $259 

D-Cal $149 

ANCHOR AUTOMATION 

Mark I or II Modem . . . $78 





SPECIALS 

Gemini 15X Printer $399 

Axionn AT-100 Printer (with interface $229 

Astra Double Density Dual Drive $469 

Rana 1000 Drive $319 

Bit-3 80 Column Board $245 

Mannesmann Talley 160L Printer $589 

Atari 400 Keyboard (In Home) $35 

Programmer Kit ..$48 Entertainer Kit ...$64 
Wico Joystick ... $23 Wico Trackball ... $49 

COSMIC 
COMPUTERS 

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727 BREA CANYON RD., SUITE 16 
WALNUT, CA 91789 

ORDER LINES OPEN MON-SAT 8 am - 8 pm 

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PLEASE FOR ORDERS ONLY 
SORRY, NO COD'S 

(714) 594-5204 

FOR TECHNICAL INFO, ORDER INQUIRIES, 

OR FOR CALIFORNIA ORDERS 

Add $250 shipping per software order in conlinental U.S. Add $5.00 
shipping per software order lor AK, HI. FPO-APO. Add $10.00 on 5% 
(whichever Is greater) per software order for non-U. S. Call for cost of 
hardware shipping. Calif, residents add 6'/!% sales tax. Cashiers 
checks or money orders filled within 24 hours for Items in stock. 
Personal checks require 4 weeks to clear. MasterCard and Visa OK for 
software only within continental U.S., add 3% surcharge. Include card 
no., expiration date and signature. Due to our low prices, all sales are 
final. All defective returns must have a return authorization number. 
Please call to obtain one before returning goods for replacement or 
repair. Prices & availability subject to change. 

CIRCLE #145 ON READER SERVICE CARD. 



EPYX-AUTO. SIMULATION 

Rescue at Rigel (C/D) $20 
Datestones/Ryn (C/D) $14 
Upr Rctis Apstiaj (C/D) $14 

Rioocfiet (C/D) $14 

Keys/Aotieron (C/D) . . $14 

Curse of Ra (C/D) $14 

Danger/Drlndistl(C/D) $14 

Jumpman (C/D) $27 

Esop Vulcanslsle(D) .$20 
Crypt of Undead (D) .. $20 

Nigtitmare(D) $20 

Armor Assault (D) .... $27 

Monster Maze (R) $27 

Alien Garden (R) $27 

Plattermarna (R) $27 

Morloc's Tower (C) ...$14 

King Arttiur's Heir 

(D)$20(C)$14 

Hellfire Warrior (C/D) .$27 
Invasion Orion (C/D) . . $17 
Templeof Aps. (C/D) .$27 

Star Warrior (C/D) $27 

Dragon's Eye (D) $20 

Crusti Crumble (C/D) . $20 
GEBELLI 

Firebird (R) $27 

Embargo (R) $30 

Candy Factory (D) $20 

Match Racers (C/D) . . $20 

Dr. Goodcode(D) $20 

HAYDEN 

Go (D) $23 (C) $20 

Sargonll . . (D) $23 (C) $20 
Bulldog Pinball(C) ... $20 
HES 

Coco (C/D) $34 

Coco II (C/D) $27 

INFOCOM 

Suspended (D) $34 

Zorkl,llorlll(D) $27 

Starcross (D) $27 

Deadline (D) $34 

Witness (D) $34 

INHOME 

Baseball . . (R)$23(D)$23 

Crypts of Terror 

(D) $23 (C) $20 

INNOVATIVE DESIGN 

Pool 1.5(D) $23 

Juggler(D) $20 

Speedway Blast 

(D)$20(R)$27 

Pool 400 (R) $27 

JV SOFTWARE 

Jrny to Pints (C/D) $20 

Action Quest (C/D) ... $20 

Gtiost Encount. (C/D) .$20 

LJK 

Letter Perfect (D) . .. $104 

Data Perfect (0) $74 

Letter Perfect (R) ... $137 

Edit 6502 (R) $137 

MONARCH DATA SYS. 

ABCCompiler(D) $48 

ODESTA 

Chess (D) $45 

Checkers (D) $34 

Odin (D) $34 

OPTIMIZED SYSTEMS 

C-65(D) $58 

Bug-65(D) $23 

Max-65(D) $58 

Basic A -f (D) $58 

Action (D) $65 

Speed Read Plus (D) . . $40 

PHOENIX 

Birth of Phoenix (0) . . $16 

Adv. In Time (D) $20 

QUALITY 

Fastgammon (C) $14 

Name That Song 

(D)$13(C)$11 

Starbase Hyperion 

(D)$17(C)$14 

All Baba/40 Thvs (D) . . $20 
deeper Creepers (D) . . $20 
ROKLAN 

Gorf (D)$27(R)$30 

WizardAfVor . (D)$27 (R)$30 
DIx Invaders (D)$23 (R)$27 
AntiSubPtrl (D)$20(C)$14 

Telecom (D) $49 

Space Journey (R) . . . $30 
SENTIENT 

Gold Rush (D) $23 

Cyborg (D) $23 

SIERRA ON-LINE 
Mission Asteroids (D) $17 
Ulys.&Gldn Fleece (D) $27 
Crossfire . . (D)$20(R)$23 

Mouseattaok(D) $23 

Jawbreaker (D)$20(R)$23 

Threshold (D) $27 

Softporn (D) $20 

Ultima 11(b) $39 



SIERRA ON-LINE 

Marauder (D) $23 

Lunar Leeper(D) $20 

Wiz & Princess (D) ... $22 

Frogger(C/D) $23 

SIRIUS 

Alpha Shield (R) $27 

Wavy Navy (D) $23 

Bandits (D) $23 

Space Eggs (D) $20 

Sneakers (D) $20 

Way Out (D) $27 

Type Attack (D) $27 

Repton (D) $27 

Critical Mass(D) $27 

Fast Eddy (R) $23 

Worm War (R) $23 

SPINNAKER 

Snooper Troop 1,2 (D) . $30 

Kindercomp(D) $20 

Rhymes & Riddles (D) $20 
Hey Diddle Diddle (D) . $20 
Srch AmzngThngs(D) $27 

Story Machine (D) $23 

Face Maker (D) $23 

STRATEGIC SIM. 
Cosmic Balance (D) ..$27 
Cosmic Balance 11(D) $27 
Tigers In Snow (C/D) . . $27 
Battle of Shiloh (C/D) . $27 
Battle of Norm. (C/D) . $27 
Cytron Masters (D) ... $27 
Knights/Desert (C/D) . $27 
Combat Leader (C/D) .$27 
SUBLOGIC 

Pinball(C/D) $20 

SWIFTY 

J. White Music Lessons 

(C/D) $20 

Space Shuttle (D) $20 

SYNAPSE SOFTWARE 

File Mngr 800 -I- $65 

Protector II (D)$23(R)$29 
Shamus . . . (D)$23(R)$29 
Fort Apocalypse (C/D) $23 

Shamus II (C/D) $23 

Necromancer (C/D) ... $23 
Pharoh's Curse (C/D) . $23 

Slime (C/D) $23 

Page 6 (D) $23 

Reptilian (C/D) $23 

Picnic Paranoia (C/D) . $23 
Claim Jumper (C/D) ..$23 

Drelbs(C/D) $23 

Shadow World (C/D) . . $23 

Survivor (C/D) $23 

T.N.T. (C/D) $23 

N.Y.C. (C/D) $23 

Slamball (C/D) $23 

Blue Max (C/D) $23 

Nautilus (C/D) $23 

Chicken (R/D) $23 

Quasimodo (C/D) $23 

River Quest (C/D) $23 

SYNERGISTIC 
ProgramrWkshp(D) . . $23 
Graph Workshop (D) . . $27 
Disk Workshop (D) ... $23 
Worlock's Revenge (D) $23 
THORN EMI 

Soccer (R) $34 

Jumbo Jet (R) $34 

Submarine Comm.(R) $34 

Kick Back (R) $34 

Pool (C) $22 

Humpty Dumpty(C) ..$22 
HckryDckryDck(C) . . $22 

Darts (C) $22 

USA 

Atari World (D) $39 

3-DSprgrphcs(C/D) . . $27 

Survival Adv. (C/D) ... $17 

VERSA 

Mind Bggirs I (D)$14 (C)$12 

Globe Master (D) $20 

MISCELLANEOUS 
Financial Wizard (D) .. $41 
Castle Wolfenstein(D) $20 

Master Type (D) $27 

Astro Cha; 'D) $22 

Miner2049e. 1) $34 

Cypher Bowel (C) $33 

Bug Attack (C/D) $20 

Raster Blaster (D) $20 

Air Strike (C/D) $27 

Prism (D) $18 

MBgalegs(C) $23 

Cap'n Cosmo (D) $19 

Spy's Demise (D) ....$14 
Galac. Chase (D)$20 (C)$t8 

Kid Grid (C/D) $20 

Battle Trek (D) $20 

SnappBr(D) $19 

T&F-PMP Property 

Management (D) .. $149 
Mllliona[re(D) $39 



PAGE 90 



ANALOG COMPUTING 



ISSUE 19 



To wrap things up, I'd like to talk about something 
that disk drive users must be made aware of. When 
booting Dimension X, a foolish protection scheme 
built into the program causes the game disk to try to 
write to itself. If it can't complete the task, the pro- 
gram boots fine. However — if you, like several 
thousand disk drive owners (myself included), have 
installed a switch to disable the write-protect mecha- 
nism, and the switch is engaged. Dimension X will 
write to itself and reformat the entire disk, wiping out the 
programl That's right, you lose everything. There is 
no mention of this on either the box or the documen- 
tation. Synapse must assume that anyone capable of 
writing to a disk with no write-enable notch is out to 
copy their software. I spoke with Synapse, and they 
are currently charging $5 to replace the contents of 
the disk if they are lost in the above manner. They 
also stated that they are re-evaluating this protection 
scheme, and that their marketing people might look 
into putting a warning on the game. I hope they do 
something soon, because many people — like myself 
— will find themselves with an empty disk the first 
time they try to use it. Boy, was I depressed. 

In conclusion, Dimension X is disappointing. It 
doesn't fulfill the promises of the artwork, and isn't 




Dimension X. 

nearly as much fun as some of Synapse's other games, 
such as The Encounter (a hot-rod version of 
Battlezone) or Blue Max (a souped-up version of 
Zaxxon). Both of these surpass the originals and are 
a must for the collection of any game enthusiast. 
Sadly, Dimension X doesn't fall into this latter 
category. D 



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16 K tape or disk 

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SCREEN PRINTER INTERFACE 

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CtHCLE K146 ON HEADER SERVICE CARD. 



CIRCLE 0147 ON READER SERVICE CARD, 



CIRCLE #148 ON READER SERVICE CARD, 



ISSUE 19 



ANALOG COMPUTING 



PAGE 91 



STAR LEAGUE BASEBALL 
Gamestar, Inc. 
1302 State Street 
Santa Barbara, Ca. 93101 



by Bob Curtin 



Baseball has been called our national game, 
although the football folks might want to dispute 
that. Nonetheless, the tarps are rolled back every 
April for another long season of this national pas- 
time. I, for one, look forward to it every year; I think 
the game of baseball is as perfect a mixture of action, 
intensity, tactical variety, subtle strategy and rich 
tradition as the mind of man has been able to devise. 
Being an ardent baseball fan, I've been more than a 
little nettled by the fact that I couldn't get a decent 
baseball game for my 800, that is until Gamestar 
came along with a little beauty called Star League 
BasebaU. 

Star League Baseball (SLB) is a graphically 
spectacular, easy to learn baseball game, with enough 
playing options to satisfy all but the pickiest afficio- 
nado. SLB can be played between two players, or — 
if you don't have a human handy and you enjoy pain 
— you can take on your computer. 

There are two starting pitchers available and a 
short reliever. "Heat" Muldoon has (obviously) a 
real barnburner of a fast ball, plus a good screwball 
and slider, but has little stamina and will tire quickly 
if his fast ball is used too often. 

"Curves" Cassidy is the best all around pitcher, 
with a great curve ball, and a sinker that looks as if it 
fell off the end of a table. He has good stamina and 
excellent control. In the long run, Cassidy is the 
toughest pitcher to bat against when the player using 
him changes speeds and works the corners effectively. 
"Knuckles" Flanagan, the short relief pitcher, as 
you might guess, has a good knuckler, good control 
and is almost a necessity when starting with Muldoon. 
Once the game starts, everything is controlled 
through the joysticks. Throwing, catching, running, 
fielding and batting are all accomplished by using the 
joystick in conjunction with the fire button. Once 
you've gotten the mechanics of playing the game 
down, the fun starts. 

As in the real game, pitching is the difference 
between winning and losing. "Heat's" fast ball is so 
brutally fast that it has to be anticipated. There's no 
way you can react to it, except to foul if off. Pitching 
strategy involves mixing your pitches well and learn- 
ing your opponent's weak points. The timing is so 
critical that changing the speed of the pitches is as 
effective as it is in live baseball. "Going for the 
corners" involves throwing pitches, such as the 
sinker and curve ball, which will sometimes miss the 
strike zone, especially when Heat Muldoon is pitch- 




ing in later innings. It takes a bit of practice to get to 
where you can pick the good pitches from the chaff, 
but the program provides a batting practice mode for 
just that purpose. (You can get all the fielding prac- 
tice you want by playing against the computer. ) 

Pitching is by no means the only thing you've got 
to worry about. A good defense is not only impor- 
tant, it can save the game if your pitcher loses his 
"stuff" and starts getting hammered. It takes a lot of 
practice to consistently catch fly balls, intercept 
those steaming line drives, and turn the double plays. 
Developing a hard defense can not only win games 
for you, but it can have a devastating psychological 
effect on your opponent (computer excepted). 

The program is filled with clever little touches. 
Between innings, there's an electronic scoreboard 
flashing a trivia question (actually a way of advertis- 
ing an upcoming Gamestar computer game), the 
attendance and the scores of other games going on in 
the National and American Leagues. Throughout the 
game, the sound of the proverbial organist can be 
heard. All in all, the package is well done, and the 
playing of the game is fun and easy to grasp. As with 
Starbowl Football, the game has become a must to 
play when the gang get together for some hot compe- 
tition, and I think it'll remain a staple on my game 
shelf for a long time to come. 

Now the gripes. First and foremost, the fact that 
you can only change pitchers during the seventh 
inning stretch is very frustrating. I can see limiting the 
amount of times you can change your pitcher (one or 
two times), but limiting the players to one relief 
pitcher and dictating when the relief must be brought 
in, is sort of contrary to baseball strategy. 

All Atari computers have, for some time, come in 
two flavors: either 16K or 48K (the new 64K XL 
computers actually have no more useable RAM than 
their 48K predecessors). It puzzles me why a game as 
good as this not only shortcuts on such things as the 
pitching changes, but shows such singular lack of 



PAGE 92 



ANALOG COMPUTING 



ISSUE 19 



imagination in providing optional game features, 
when they've got another 16K to w^ork with. As good 
as this game is, it remains on a par with its home 
videogame offerings and fails to utilize the thing 
computers have that videogame consoles don't: the 
ability to process data which is stored outside of 
RAM, that is, stored on disk or tape. 

Some of the features that could have been incor- 
porated are, for instance, left and right-handed bat- 
ters and pitchers, varying speeds for runners (both in 
the outfield and on base), pop flies, multiple pitching 
changes (assuming there was a difference between 
right and left-handed pitchers) and statistical differ- 
ences between players and teams. 




Star League Baseball. 



This last option would open up the game to simu- 
late one aspect of baseball strategy sorely lacking in 
this game: pinch hitting and pinch runners. The last 
of the ninth, behind by one run, and your star glove 
comes up to bat. Not real hot with the stick, you 
decide to replace him with a slug of a base runner and 
a dolt in the field, but this guy can rap a ball . . . Just 
as there's a difference between hitters in SLB as the 
game stands now (i.e., liners and sluggers), individ- 
ual batters could be similarly loaded for power, aver- 
age or just plain incompetence with a bat. 

Finally, why not a side routine to allow the user to 
create team statistical files, to be used in the game so 
that he could play with the statistics of the Yankees . . . 
or the Red Sox or the Bohunk Bombers or any team 
of his choice. Or, if the powers that be had any 
imagination at all, sell the updated statistical files of 
all of the major league teams each year, much the 
same as the boardgamers do with their updated sta- 
tistical cards. 

Anyway, despite the lack of detail, Star League 
Baseball is definitely a must for the sports game 
enthusiast. It's fun, colorful and habit-forming. D 



MOVING? 

DON'T MISS A SINGLE ISSUE. 

Let us know your new address right away. At- 
tach an old mailing label in the space provided 
and print your new address where indicated. 

QUESTION ABOUT 
YOUR SUBSCRIPTION? 

Check the appropriate boxes below: 

D New subscription. Please allow 4-8 
weeks for your first copy to be mailed. 
D Renewal subscription. Please include 
a current address label to insure prompt 
and proper extension. □ 1-year $28.00. 
This rate limited to the U.S.A. and its 
possessions. D Payment enclosed or 
D Bill me. 





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ISSUE 19 



ANALOG COMPUTING 



PAGE 93 




by ANALOG Readers with Tom Hudson 



In issue 16 of ANALOG, I presented Solid 
States, a 3-D object plotting system. Readers were 
asked to send in their 3-D object data and modifica- 
tions to the original program. Well, we've received a 
good deal of feedback, and I decided to print some of 
the more interesting items in lieu of my Basic Train- 
ing column. 

For those readers who do not have the Solid States 
program, you can still order issue 16 as a back issue. 
See the ad elsewhere in this issue. 

If you have a copy of Solid States, get started 
typing in the data below! 

An "A" for effort. 

Paul J. Goldernew, of Pittsburg, PA sent in 
our first Solid States graphic. It is a 3-D representa- 
tion of the "A" in the ANALOG logo. Paul's origi- 
nal data file also contained the entire ANALOG 
logo above the "A," but it was just too big (157 
points, 158 lines) for us to print. I did a little editing 
and cut it down to just the "A" itself, and came out 
with 100 points and 110 lines. Paul's effort shows 
how curved lines can be shown with Solid States. 



'A" logo data. 



POINTS: lee 






POINT 


1 : 


9 


-7 


b 


POINT 


2: 


9 


7 


b 


POINT 


3: 


a. 73 


7.73 


b 


POINT 


4: 


a. 23 


8.23 


b 


POINT 


3: 


7.73 


8.73 


b 


POINT 


6: 


7 


9 


b 


POINT 


7: 


-3 


9 


b 


POINT 


a: 


-9 


3 


b 


POINT 


9: 


-9 


-7 


b 


POINT 


10: 


-a. 73 


-7. 73 


b 


POINT 


1 1 : 


-a. 23 


-8.23 


b 


POINT 


12: 


-7. 73 


-8.73 


b 


POINT 


13: 


-7 


-? 


b 


POINT 


14: 


-3 


-9 


b 


POINT 


13: 


-2.23 


-8.73 


b 


POINT 


16: 


-1 .3 


-a 


b 


POINT 


17: 


-1 


-7 


b 


POINT 


la- 


-1 


-6 


6 


POINT 


19: 


-1.23 


-5 


b 


POINT 


20: 


-2 


-3 


b 


POINT 


21: 


3 


-3 


b 


POINT 


22 


4 


-2.73 


6 


POINT 


23- 


4.5 


-2 


b 


POINT 


24 


4.73 


-1 


b 


POINT 


23 


4 . ^ 


» 


^ 


POINT 


2i 


4 


B. 73 


b 


POINT 


27 


3 


1 


b 


POINT 


2a 


-4 


1 


b 


POINT 


29 


-3 


2.3 


b 


POINT 


3a 


-3 


3.3 


b 


POINT 


31 


-4. 3 


4 


b 


POINT 


32 


-3. 73 


4. 73 


b 


POINT 


33 


-3 


3 


b 


POINT 


34 


3 


3 


A 


POINT 


33 


5 


-7 


b 


POINT 


34 


3.23 


-a 


b 


POINT 


37 


h 


-a. 73 


b 


POINT 


38 


7 


-9 


b 


POINT 


39 


e 


-8. 73 


b 


POINT 


48 


a. 73 


-a 


b 


POINT 


41 


7 


-8.23 


b 


POINT 


42 


6 


-8 


b 


POINT 


43 


3. 3 


-7 


b 


POINT 


44 


3. 73 


-A 


b 


POINT 


43 


6 


-3. 3 


b 



LINES: 1 10 






LINE 


1 : 


1 TO 2 




I.INE 


7: 


2 TO 3 




LINE 


3: 


3 TO 4 




1 INE 


4: 


4 TO 3 




LINE 


3: 


3 TO 6 




1 INE 


b: 


A TO 7 




LINE 


7: 


7 TO a 




LINE 


8: 


a TO 9 




LINE 


9: 


9 TO IB 


LINE 


10 


10 


TO 


1 1 


LINE 


1 1 


1 1 


TO 


12 


LINE 


17 


12 


in 


13 


LINE 


13 


13 


TO 


14 


LINE 


14 


14 


TO 


13 


LINE 


13 


13 


TO 


16 


LINE 


lA 


16 


TO 


17 


LINE 


17 


17 


TO 


IB 


LINE 


18 


18 


TO 


19 


LINE 


19 


19 


TO 


20 


LINE 


?• 


20 


TO 


71 


LINE 


71 


21 


TO 


27 


LINE 


77 


22 


TO 


73 


LINE 


73 


23 


TO 


24 


LINE 


74 


24 


TO 


73 


LINE 


73 


23 


III 


26 


LINE 


24 


26 


TO 


27 


LINE 


77 


27 


TO 


78 


LINE 


78 


28 


TO 


79 


LINE 


29 


29 


10 


30 


LINE 


3(1 


30 


TO 


31 


LINE 


31 


31 


TO 


32 


LINE 


37 


32 


TO 


33 


LINE 


33 


33 


TO 


34 


LINE 


34 


34 


TO 


33 


LINE 


33 


33 


TO 


36 


LINE 


3A 


36 


TO 


37 


LINE 


3 7 


37 


TO 


38 


LINE 


38 


38 


TO 


39 


LINE 


39 


39 


TO 


40 


LINE 


40 


40 


TO 


1 


LINE 


41 


41 


TO 


47 


LINE 


42 


42 


TO 


43 


LINE 


43 


43 


TO 


44 


LINE 


44 


44 


TO 


43 


LINE 


43 


43 


TO 


46 



PAGE 94 



ANALOG COMPUTING 



ISSUE 19 



POINT 


46 


7 


-5 


25 


A 


POINT 


47 


3 


-3 


3 


6 


POINT 


48 


8.3 


-6 




6 


POINT 


49 


8.73 


-7 




6 


POINT 


3a 


a 


-8 




h 


POINT 


n 


9 


-7 







POINT 


r52 


9 


7 







POINT 


53 


8. 75 


7. 73 





POINT 


S4 


8.23 


a. 23 





POINT 


33 


7. 73 


a. 


'3 





POINT 


3i 


7 


9 







POINT 


37 


-5 


9 




a 


POINT 


38 


-9 


3 




a 


POINT 


39 


-9 


-7 







POINT 


t,0 


-9. 73 


-7 


73 


a 


POINT 


61 


-8. 23 


-8 


23 





POINT 


AJ 


-7.73 


-a 


73 





POINT 


bi 


-7 


-9 




a 


POINT 


&4 


-3 


-9 




a 


POINT 


A3 


-7. 23 


-8 


75 


a 


POINT 


bh 


-1. 5 


-8 




a 


POINT 


47 


-1 


-7 




«i 


POINT 


*a 


-1 


-6 







POINT 


47 


-1.23 


-3 







POINT 


7« 


-2 


- 3 







POINT 


71 


3 


-3 




a 


POINT 


72 


4 


-2 


73 


a 


POINT 


73 


4. 5 


-2 




a 


POINT 


74 


4.73 


-1 




a 


POINT 


73 


4. 3 







a 


POINT 


76 


4 


a. 73 


a 


POINT 


77 


3 


1 




a 


POINT 


78 


-4 


1 




a 


POINT 


79 


-3 


-.'.3 





POINT 


an 


-3 


3.3 


a 


POINT 


ei 


-4 , 3 


4 







POINT 


82 


-3. 73 


4. 73 


a 


POINT 


83 


-3 


3 




a 


POINT 


84 


3 


3 




a 


POINT 


as 


3 


-7 




a 


POINT 


86 


3.23 


-8 




a 


POINT 


87 


6 


-8 


75 


a 


POINT 


88 


7 


-9 




a 


POINT 


89 


8 


■8 


75 


a 


POINT 


9« 


a. 73 


-8 







POINT 


91 


7 


-8 


23 





POINT 


92 


6 


-8 







POINT 


9 3 


3. 5 


-T 







POINT 


94 


3. 73 


-b 







POINT 


93 


6 


-3 


5 


a 


POINT 


96 


7 


-3 


23 


a 


POl NT 


97 


B 


-3 


3 


a 


POIN r 


9H 


8. 3 


-6 




a 


POINT 


99 


8. 73 


-7 




a 


POINT 


lot 


): 8 


-8 




a 



LINE 


46 


46 


TO 


47 


LINE 


47 


47 


TO 


48 


LINE 


48 


48 


TO 


49 


LINE 


49 


49 


TO 


50 


L INE 


30 


30 


TO 


41 


LINE 


31 


31 


ro 


32 


LINE 


52 


52 


TO 


33 


1. INE 


53 


53 


TO 


34 


LINE 


34 


34 


TO 


35 


LINE 


53 


33 


TO 


56 


LINE 


36 


56 


TO 


37 


L INE 


37 


37 


TO 


38 


LINE 


38 


38 


TO 


39 


L INE 


39 


39 


TO 


60 


1. INC 


60 


60 


TO 


61 


I INE 


61 


61 


TO 


62 


LINE 


62 


62 


TO 


63 


LINE 


63 


63 


TO 


64 


L INE 


64 


64 


TO 


63 


1, INE 


63 


63 


TO 


66 


1 INE 


66 


66 


TO 


67 


1 INE 


67 


67 


TO 


68 


1 INE 


68 


68 


TO 


69 


L INE 


69 


69 


TO 


70 


L INE 


70 


70 


TO 


7 1 


1 INE 


71 


71 


TO 


72 


1 INE 


72 


72 


TO 


73 


1 INE 


73 


73 


TO 


74 


L INE 


74 


74 


TO 


73 


LINE 


73 


73 


TO 


76 


L INE 


76 


76 


TO 


77 


1 1 NE 


77 


77 


TO 


78 


C- INE 


78 


78 


TO 


79 


1 INE 


79 


79 


TO 


80 


L INE 


sa 


80 


TO 


81 


1 INE 


ai 


81 


TO 


82 


LINE 


82 


82 


TO 


83 


L INE 


33 


S.S 


ro 


84 


1. INE 


84 


84 


TO 


85 


L INE 


83 


83 


TO 


86 


1 INE 


86 


86 


TO 


37 


L INE 


8 7 


87 


TO 


88 


LINE 


88 


88 


TO 


89 


LINE 


B9 


89 


TO 


9a 


1, INE 


90 


9a 


TO 


51 


1 INE 


91 


91 


TO 


92 


1. INE 


92 


92 


TO 


93 


LINE 


93 


93 


10 


94 


LINE 


94 


94 


TO 


95 


LINE 


93 


93 


TO 


96 


L INE 


96 


96 


TO 


97 


L INE 


97 


97 


TO 


98 


L INE 


98 


98 


TO 


99 


LINE 


99 


99 


TO 


100 


1 INE 


101 


): laa TO 91 


1 INE 


10 


: a 


TO 


sa 


LINE 


10' 


2: 9 


TO 


39 


LINE 


10: 


!: 7 


TO 


37 


LINE 


10 


>: 28 TO 78 


L IIME 


la; 


i: 20 TO 7a 


LINE 


10^ 


i: 21 


TO 74 


L INE 


10- 


: 34 


TO 84 


LINE 


10E 


i: 3 5 TO B3 


LINE 


10' 


: 1 


TO 


51 


LINE 


1 It 


I: 2 


TO 


32 



Over "reacting." 

Nick A. Brienza, of Columbia, MD, sent in a 3-D 
representation of a nuclear reactor cooling tower. 
Once again, this graphic shows how curved surfaces 
can be shown with Solid States. You'll note that this 
object was defined using only 32 points, a pretty 
efficient job. 

Tower data. 



POINTS: 32 




POINT 


I ; 


-7 




POINT 


2: 


-2 


23 


POINT 


3: 


-2 


73 


POINT 


4: 


-4 




POINT 


3: 


-1 


3 


POINT 


6: 


-1 


5 


POINT 


7: 


-1 


9 


POINT 


8: 


-2 


7 


POINT 


9: 







POINT 


10: 


a 




POINT 


1 1 : 


a 




POINT 


12: 


a 




POINT 


13: 


1 


3 


POINT 


1 4: 


1 


5 


POIN r 


13: 


1 


9 


POINT 


16: 


2 


7 


POINT 


17: 


7 




POINT 


18: 


2 


23 


POINT 


19: 


7 


75 


POINT 


20: 


4 




POINT 


2 1 : 


1 


3 


POINT 


22: 


1 


3 


POINT 


23: 


1 


9 


POINT 


24: 


2 


7 


POINT 


23: 


a 




POINT 


V6: 


a 




POINT 


27: 







POINT 


28: 







POINT 


29: 




. 3 


POINT 


30: 


-1.3 


POINT 


31 : 


- 


. 9 


POINT 


32: 


-2.7 



2. 25 

2. 75 

4 

1.3 

1.3 

1.9 

2.7 



a 

-1.3 

-1.3 
-1 .9 
- 2.7 

-2.23 

-Z.73 

-4 

-1 .3 

-1 .3 

-1.9 

-2.7 



LINES: 4 






LINE 


1 : 


1 TO 2 




LINE 


2: 


2 TO 3 




LINE 


3: 


3 TO 4 




LINE 


4: 


5 TO 6 




LINE 


5: 


6 TO 7 




LINE 


6: 


7 TO a 




LINE 


7: 


9 TO 10 


LINE 


8: 


10 


ro 


1 


LINE 


v: 


1 1 


ro 


2 


LINE 


10: 


13 


TO 


14 


L INE 


1 1 : 


14 


10 


13 


LINE 


17: 


13 


TO 


16 


LINE 


13: 


1 7 


TO 


IR 


LINE 


1 4: 


18 


TO 


19 


LINE 


15: 


19 


ro 


2 a 


LINE 


16: 


21 


TO 


22 


LINE 


1 1: 


22 


in 


23 


LINE 


18: 


73 


ro 


74 


LINE 


19: 


25 


ro 


76 


LINE 


70: 


76 


TO 


77 


LINE 


2 1 : 


27 


10 


78 


LINE 


77: 


29 


rn 


3B 


LINE 


23: 


30 


ro 


3 1 


LINE 


24: 


31 


10 


37 


LINE 


25: 


1 


3 


LINE 


26: 


3 


9 


1 INE 


27: 


9 TO 13 


LINE 


7fl: 


13 


TO 


17 


LINE 


29: 


17 


TO 


71 


LINE 


30: 


21 


TO 


75 


LINE 


31: 


23 


TO 


29 


LINE 


32: 


29 


TO 


1 


LINE 


33: 


4 TO a 


L INE 


34: 


8 


n 17 


LINE 


33: 


17 


TO 


16 


LINE 


36: 


16 


TO 


70 


LINE 


37: 


70 


ro 


74 


LINE 


3n: 


74 


TO 


28 


1. INE 


39: 


28 


TO 


32 


LINE 


40: 


32 


TO 


4 



Try the following views: 



Try the following views: 





OBSERVER LOC. 
30,-50,100 



LOOKED AT 
0,6,0 



ZOOM 
1.5 




OBSERVER LOC, 
-12,-12,1 



LOOKED ftT ZOOM 

8,4.5,3 .2 



OBSERVER LOC. 


LOOKED ftT 


ZOOM 


45,45,45 


0,0,4 


2 




OBSERVER LOC. 


LOOKED ftT 


ZOOM 


5,4,1 


0,0,3 


.2 



ISSUE 19 



ANALOG COMPUTING 



PAGE 95 



Nick also asked if the 3'D views could be animated 
by showing a series of views in progression. Our next 
reader came up with a very nice program modifica- 
tion to do just that. 

'Round and 'round she goes . . . 

Larry L. Harris, of Poca, WV, has gone beyond 
the limitations of the original Solid States program, 
and has come up with a program modification that 
allows for automatic rotation of an object. Because 
of the memory requirements of this modification, 
48k memory is suggested, and even then only fairly 
small objects can be rotated. Larry writes: 

"This modification allows the viewer to rotate 
about the object in a circle on the X-Y plane with a Z 
coordinate the user inputs. The radius is determined 
by the input X and Y corrdinates of the observer's 
viewpoint. The object appears to rotate on the 
screen. A two-page flip was added to give instant 
transition from one frame to the next. You do not see 
the object develop. It is drawn off-screen, then 
through a page flip you see the complete object. A 
machine-language routine is used to clear the 
GRAPHICS 8+16 screen. 

"To add this feature to the existing Solid States 
program, simply add the lines in Listing 1 . Some are 
changes to existing lines. 

"The program runs like the original until the zoom 
factor has been entered. Respond Y to "DO YOU 
WANT TO DO AN X-Y LOOP." Then input the 
total number of degrees rotation and the number of 
degrees to increment for each drawing. Expect a 
screen flicker and some delay while initializing takes 
place and the first drawing is developed off-screen. 
Do not turn DMA off if you want to rotate around 
the object, or you won't see it. 

"The program will also operate as originally 
designed. Just answer N to the above prompt." 

Lines 2000-2120 control execution when 

doing a loop. 

Lines 2200-2250 control the page flip 
Lines 2300-2360 set up page flip and screen 

clear routine. 

Keep' em coming. 

I'd like to thank all the readers who have sent in 
their 3-D image data. Special thanks goes to Larry L. 
Harris for his rotation modification. If you've cre- 
ated a 3-D object and haven't sent it in yet, what are 
you waiting for? Simply send it (on tape, disk or 
printout) to: 

Solid States 
c/o ANALOG 
P.O. Box 23 
Worcester, MA 01603 

When we get another good batch of objects, we'll 
run them in a future issue. D 



Listing 1. 



135 ? '■» ROTATION: LARRV HftRRI5 *" 

160 DIM R5C1) ,05C5) .FSC2e) .DHflS(l) .05t 

1) ,EGS{23 ,IKS{15 :EGi::CHR5£27J :EGS(2)=C 

HR5C73 

434 ? :? "DO you WANT TO DO AH K-Y LOO 

P";:INPUT R5:IF R$<>"Y" THEN 440 

436 ? "HOW MftHV DEG . TOTilL ROTftTION";: 

INPUT ftN2:flN2=C0N2/36e)*6.28 

438 ? "HOH MANY DEG. INC. ROTATION";;! 
NPUT AN3:AN3=CAN3/350J*6,28:6O5UB 2380 
:REM SET UP PAGE FLIP 

439 GOTO 2800 

850 G05UB 220e:5ETCOLOR 2,0,0;COLOH 1: 

TRAP OFF 

1035 IF FLAG THEN 2180 

1840 IF PEEK £532793=7 AND 5TRIG(0J=1 T 

HEN 1.0 "'^ 

2000 FLAG = 1 :R={OKA2 + 0YA2) ■^e . 5 : AH1 = ATN ( 

0Y/OK3 :ftH2=AN2+0Nl 

2100 ANl=ftNl+AN3:0K=R*C05tAKl) :OY=R«SI 

NCANi; 

2120 GOTO 440 

REM PAGE FLIP 

IF HOT FLAG THEN GRAPHICS 24;RET 



IF AN1>AH2 THEN FLAG=0 

KI = KI + 1-2*CKI = 2) :Kfi = 2-CHIn;2J 

FOR 5=40 TO STEP -lOsSOUND 

W P M T T: 

POKE DL+4,DLL{Ka3 iPOKE DL+5,DLHCK 



Q.S. 



2199 

2200 

URN 

2201 

2202 

2205 

10,8 

2210 

A) 

2220 POKE DL+lOO.DHLfKAl IPOKE DL+i01,D 

HH£KA) 

2230 POKE S8.DLL£KIJ IPOKE 89,DLHCXIJ 

2248 ADS=DLLCHI3+256*DLHCHI3 ;Z=U5R(153 

6, ADSJ 

2250 RETURN 

2299 REM SET UP DATA FOR PAGE FLIP 

2300 TRAP 250e:DIH DLL {23 , DLH C23 , DHL C2 
3 ,DHHC23 :K=S;REST0RE 2490 

2310 READ DAT:IF DAT=-1 THEN 2330 

2320 POKE 1536 + K,DAT;H = X. + l:G0TQ 2318 

2330 K=2;G0SUB 2358 : H=i : POKE i06,PEEKC 

106}-32;G0SUB 2350 

2340 RETURN 

2350 GRAPHICS 24 : DLL (HJ =PEEK (883 : DLH (K 

)=PEEKC893 :DL=PEEK{5605+256*PEEKC5613 ; 

DHL CK3=PEEKfDL +1003 

2360 DHHCK3=PEEKCDL+1013 :RETURN 

2399 REM CLR DATA 

2400 DATA 104.24.104,133,4.104,133,3,1 
65,4,105.30,133,18.160.0.169,0,145,3,2 
00,192,8,208,243,168,0 

2410 DATA 230,4,165,4,197,18,208,237,9 

6,-i 

2580 TRAP 0FF:GRAPHICS 24:RETURH 



135 DATA 471,818.862,448,491,960,288,9 
40,646,226,587,882,488,565.553,9225 
2202 DATA 137,386,315,415,598,533,792. 
859,512,109,526,736,794,614,58,7384 
2399 DATA 298,832.508,534,2172 



V / 




INDEX TO ADVERTISERS 



READER 
SERVICE 



ADVERTISER 



READER 
SERVICE 



ADVERTISER 



115 

150 
133 

104 
110 
121 
127 

139 
143 
145 
118 
102 
111 
123 
141 
151 
124 
136 
120 
137 
142 
131 
125 



Advanced Interface 25 

Adventure International OBC 



Alog 



66 



ANALOG Publishing 77, IBC 

Astra Systems 6 

Computability 13 

Convologic 34 

Computer Creations 53 

Computer Discount Sales 79 

Computer Palace 87 

Cosmic Computers 89 

Datamost 29 

Datasoft 2,3 

Digital Devices 14 

Dorsett 36 

Draper Software 82 

Eastern House 82 

Eclipse Software 45 

Gardner Computer , 71 

Happy Computing 33 

High Tech Friends 73 

Homeware 86 

Indus Systems 61 

Interactive Software 47 



128 
144 
126 
122 
147 
134 
101 
132 
113 
117 
135 
114 
148 
116 
107 
138 
109 
106 
130 
146 
129 
108 
119 
112 
103 



In Vinci Soft 16 

Lateral Software 88 

Lyco 



50 

Mach-ina 34 

Macrotronics 90 

Micca Enterprises 69 

Microprose INFC 

Mighty Byte/Spartan 62 

Miles Computing 20 

Moses 27 

Overbyte 70 

P. C. Gallery 24 

P.S, Technology 90 

Ram Computer 26 

Radical Systems 12 

Sar-An 76 

Soft Sector 12 

Soft Talk 12 

Southern Software 59 

Superware 90 

3-G Company 59 

Thompson Electronics 12 

Wedgewood Rental 32 

Wiley 18 

Xerox 4 



This index is an additional service, While every effort is made to provide a complete 
and accurate listing, the pvhlisher cannot be responsible for inadvertent errors. 




From the editors of 
A.N.A.L.O.G. Computing 



;.:;?:>*N,'it'-'' «■ '■'' ' 






m^:',)^^ 






ac^aLDG 



COMPENDIUM - 



The best ATARI® Home Computer Programs from the first ten issues of A.N.A.L.O.G. Computing Magazine. 






OS! ATARI 




The ANALOG Compendium is available at selected book and computer stores, or you can order it direct. Send 
a check or money order for $14.95 + $2 shipping and handling to: ANALOG Compendium, P. O. Box 615, Holmes, 

PA 19043. 

Or you can order by phone with MasterCard or VISA. Call toll free: 1-800-345-8112 (in PA, call 
1-800-662-2444). For orders outside the U.S., add an additional $5 air mail, $2 surface. 

CIRCLE #155 ON READER SERVICE CARD. 







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EDITOR 



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tures that use over 50 different colors and shades. 
And S.A.G.E. was designed with simplicity in mind — 
nearly every command can be executed with a single 
key press or a simple push/pull of the joystick. 

Programming buffs will love the ease with which 
S.A.G.E. pictures can be drawn and then placed into 
their own Basic or machine-language programs. And 
the hi-res pictures you create will look the same 
whether your Atari has a GTIA chip or an older CTIA 
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The S.A.G.E. package includes bath the 4aK tape and 
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S.A.G.E. - only $49,951 Draw your own conclusion — 
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CIRCLE #150 ON READER SERVICE CARD.